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RuneScape Idle Adventures

 
Being muted does not violate your human rights, court tells Runescape playerJan 25, 2020 - EurogamerA US court has ruled that being muted in a video game does not violate your human rights. A Runescape player sued UK developer Jagex after he was muted in-game, claiming Jagex and its Chinese owners violated his right to free speech. Jagex is able to perform "account mutes", which prevents players from chatting normally in Runescape or post on its forums, while still letting people play the game itself. "Mutes can be avoided by following the RuneScape rules and Terms and Conditions and are associated to the Jagex account, so will be active in all products for that account," reads the Runescape website. Read more After RuneScape's controversial 2019, Jagex plots "direct and deliberate" changes for 2020Dec 12, 2019 - EurogamerRuneScape was the introduction to the world of massively multiplayer online role-playing games for many gamers; where many of us met our first online friends and learnt about that MMORPG levelling grind from hours of fishing. Even if you've never played RuneScape, then you probably had a friend who did, or maybe there's a chance that, like me, you're still playing to this day. I've been playing RuneScape, with the occasional break, for over 13 years. Throughout these years I've witnessed both the lows, such as the removal of PvP in the Wilderness between 2007 to 2011, and the highs, such as the release of Old School RuneScape in 2013. I've completed fantastic quests filled with rewarding challenges and great storylines (my favourites are Ritual of the Mahjarrent and While Guthix Sleeps). All the time I've spent in Gielinor also means I've seen the rise of microtransactions and monetisation in RuneScape. As a subscription based game, RuneScape has had an element of pay-to-play since the membership program was first released in February 2002. Since then the membership cost has slowly risen, but it took 10 years for developer Jagex to introduce a new form of monetisation and it was called Squeal of Fortune. Read more Archaeology is RuneScape's first new skill in four yearsOct 7, 2019 - EurogamerRuneScape 3 announced its 28th skill, Archaeology, will be released in January 2020. The game's first new skill in four years, Archaeology will see you excavating dig sites across the world of Gielinor to uncover powerful weapons and lost artefacts. Despite the introduction of The Land Out of Time, finally taking RuneScape 3 players to Fossil Island, 2019 has felt like a slow year for new content. The majority of updates, such as bank placeholders, have been quality of life updates and the planned Weapon Diversity update was cancelled. Read more Jagex moves to reassure RuneScape players after its Chinese owner considers saleJan 28, 2019 - EurogamerJagex has moved to reassure RuneScape players after its Chinese owner announced it was considering selling the British game company just two years after it bought it. On 22nd January, Reuters reported Shanghai Fukong Interactive Entertainment Co Ltd planned to sell its stake in Jagex, which it bought in 2016 in a $300m deal. Fukong is making company-wide changes after the chairman of the board of directors resigned in December 2018, citing personal reasons. Read more… Jagex is shutting down RuneScape Classic after 17 yearsMay 23, 2018 - EurogamerJagex has announced that, after 17 years of operation, RuneScape Classic - the original version of its long-running fantasy MMO - will no longer be available to play on its servers from August 6th, 2018. RuneScape Classic is, essentially, a snapshot of RuneScape as it originally released in 2001. That initial version has seen two major revisions in the years since, as well as (slightly confusingly) the arrival of Old School RuneScape - a version of the game more or less as it was in 2007. As RuneScape has grown and evolved though, RuneScape Classic has continued to live on in a dusty corner of Jagex's servers. It's no longer updated or officially supported by the developer, but access is still permitted to certain players. Read more… The Runescape lifersNov 6, 2017 - EurogamerSecurity are scratching their heads over how to search them. Cosplay is one thing, but the two sword-toting armour-clad cosplayers strutting proudly toward the Battersea Evolution venue are something else entirely. One's wearing a standard but nevertheless impressive suit of armour, while the other's decked out in aged bronze seemingly styled after Cthulhu. They stick out like, well, like turquoise knights in London. Yet they also fit right in, because today, the venue is filled with thousands of people, men and women young and old, who all share the same hobby: Runescape. You remember Runescape, developer Jagex's offbeat MMORPG about killing cows and burning shrimp and even some other things. At least, I assume you remember it. Everyone else does. Obviously, everyone at Runefest, the game's annual convention, loves Runescape, but critically they also remember it. All the people I speak to, the players and personalities and content creators, say and do exactly the same thing when I ask them why they love Runescape, why they've been playing it for over 10 years, often well over half their lives. It always starts with a small smile and a flustered "I don't know". They've never really thought about it. They just kept playing, they say. But then they hit upon a word. They look down modestly and laugh. Then their smile widens and they look up, beaming with the same joyful pride that carried those cosplayers through London's no-doubt confused crowds. Read more… New Beginnings and New ProjectsMay 5, 2017 - Community AnnouncementsHey Idle Adventurers, We've been silent for a long time, which is a combination of a few factors. Between Hyper Hippo and Jagex, RuneScape: Idle Adventures has been an awesome experiment to work on with you, but we’re ending development of the game, and it’ll be removed from Steam in the coming weeks. You have been an excellent community throughout, in all the right ways: talkative, passionate, and analytical–you've given us a tonne of great feedback as we've worked hard to improve the game in the right ways. The reality is that those improvements did not change the game enough, and new players weren't sticking around to finish the stories and quests that we'd already created, let alone justify us creating additional content. A lot of long hours and hard work went into this weird new twist on the RuneScape universe, but sometimes the right call means setting your sights on helping other up-and-coming game ideas. RuneScape: Idle Adventures will be shutting down on May 15th, 2017 at 11:59PM UTC. The game’s store will close on April 28th, 2017 at 11:59PM UTC. We want to thank our community for all your hard work and playtime–you're the reason we do what we do! Both teams will be working hard on bringing you the next big ideas we have, and we'll let you know as soon as those big ideas converge in Gielinor again. ~The RS:IA Team[Hotfix] 0.1.7 Updated with bug fixesDec 19, 2016 - Community AnnouncementsHi everyone, We have put up a new hotfix build to address the following issues: - Offline Accumulations not calculating correctly after prestiging - Dungeons being frozen/paused when backing out of the "reset dungeon" option - NPC assets not loading correctly in game (causing white squares in the quest panel) - Prestige panel not showing chapter 2 as "Coming Soon" once all Chapter 1 quests were completed. Thanks for your patience! - The RS:Idle Team**NEW** [12/15] v.0.1.7 Build NotesDec 15, 2016 - Community AnnouncementsHello RuneScapers, Here we are: the launch of v0.1.7, our major balance update and final release before the holidays! It’s been weeks of bugs and balance revisions, along with gathering your feedback and cutting into our backlogged wishlist. We’re proud (and a little bit nervous!) to pack this much change into one build. We hope you find that all the hard work actually translates into a better game experience, but either way, let us know what you think and we’ll keep working. Without further ado, let’s jump into the list of changes: Rebalanced Chapters 1+2: Threads are easier to earn and provide a greater bonus overall Upon prestige, you can now either replay quick-completed quests or leave them completed Removed thread cost for later quests New quest objectives added More quest tasks can be completed offline Hiring combat citizens now costs red anima Removed the skill “buyout” function for levelling - now levels are earned through working the skills or via quest rewards Added some highly-requested features: Added double-click/tap to travel between locations on world map Removed forced prestige step of current tutorial Added Total Level to skills menu Added new ways to track and reward game progress: Achievements and rewards Stats page Update UI for easier usability: Prestige menu contains more relevant information Standardized font sizes and styles Implemented FX for travelling between locations and for dialogue sequences Added some additional support options to error pop-ups Removed hard reset with the improvements to game stability Like we mentioned, it’s a lot of stuff. Reworking the load process caused a bit of a shuffle to our priorities, but we’re thankfully more caught up and extremely excited to see how you respond over the next few weeks. Again, thank you for taking so much time to play, replay, and give your feedback on RS: Idle. We will update you after the holidays with what we are working on in 2017! Happy holidays, and see you in the new year! ~The RS:IA Team[11/17 Update] v0.1.6 Build ReleaseNov 18, 2016 - Community AnnouncementsHappy Thursday everyone, We are happy to finally release v.0.1.6 to all of you, which includes the updated combat changes! The biggest change to how you play will be the addition of offline combat, but here’s a more comprehensive breakdown of what we’ve crammed into this combat build: Combat: Offline combat is here! You can now offline your combat by entering active combat and logging off. When this occurs, your character will loop the current wave until you return. This is especially handy for the longer Divine Quests. "Endless Dungeons" are here too! Active combat has seen a substantial revision, instead of pre-set dungeon lengths, dungeons now continue to lvl 99 just like your skills and increase in difficulty with each wave. Each wave is also capped with an elite enemy monster or a named boss. Enemies now have multiple attacks. That level 1 goblin may be a pushover initially, but wait ‘til you encounter his higher level brothers equipped with Goblin Rage! Amount of enemy waves per dungeon dramatically increased Critical hits added to damage-dealing skills (some gear also provides boosts to the % of critical hits) Dungeons now save your wave progression Enemy anima and XP payouts rebalanced Dungeoneering skill removed for future redesign Some additional FX to health bars during combat Combat skill changes: Constitution is now useful in combat as a minor heal. It heals less than prayer, but it can be triggered much more often. Slayer - Boss enemies now have an invulnerable aura, and a specific slayer level must be actively used in order to remove the aura and progress further in the dungeon. Thieving - The base chance to steal is now 10% and you can now steal Anima from enemies and bosses as well as items. Prayer HP output per lvl increased slightly and the time to use in combat has be reduced to remain a valid choice alongside constitution. Defense skill received some updates. The base chance to dodge has been reduced from 25 to 15, but each level will provide a much higher bonus to your dodge chance. The cap (which was 40%) has been removed. The buff you receive to Runecrafting per level has been reduced slightly The buff you receive to strength per level has been increased slightly Summoning base health has been increased from 65 to 80, and tweaks have been made to the attack and HP gains per level in addition to the casting times and trigger time for attacks. Ability Changes: Strike Ability - increased cooldown slightly and damage multiplier increased to 3x output. Use time reduced slightly to 10 seconds. Weaken - duration reduced slightly to 20 seconds, cooldown reduced slightly to 3 and a half hours. Thorns - duration reduced slightly to 15 seconds and output increased significantly from 15 to 35 dmg per second. • Gear has been reworked to function within new endless dungeon combat system. Speed multipliers to combat abilities have been made much rarer, but they still exist in rare instances. • Speed increases to town skills have been rem...[10/18 Update] New build with fix to loading issuesOct 18, 2016 - Community AnnouncementsHello RuneScape Idle Adventurers, After weeks of poking and prodding, we’ve narrowed down many of the issues contributing to the loading and freezing errors and have a new build for all of you to try out. ***Please completely re-load Steam and Verify your Cache Integrity (Right Click on RS:IA > Properties > Local Files > Verify Integrity of Game Cache) to make sure you are playing with the latest version v0.1.5*** Note this is a major change, so some of the initial loads may be a bit rough around the edges. We will continue working on smoothing things out, so be sure to let us know if you experience any issues, particularly relating to loading. With all that said, this build should assist quite a bit with overall load times! We’re continuing to gather your feedback through the forums while the team prioritizes the updates we are going to make in the upcoming weeks. We’ll let you all know in the next few days what we are working on next. Until then, keep the feedback coming our way! ~The RS:IA Team[0930 Update] Balance Tweaks and Bug Fixes!Sep 30, 2016 - Community AnnouncementsHey guys and gals! We just got back from RuneFest in London--what an amazing place to be! In case you missed the event, here’s good motivation to check it out next year: https://www.youtube.com/watch?v=dmlLs2lt-u8 The team reassembled late last week after the trip and we are tackling a few pretty big things over the next few weeks. Today’s update we have some bug fixes and new balances updates. As a note, you may need to close and re-enter the game/re-verify the game cache in order to load into the game. Here is the rundown of what’s new: Tons of balance tweaks. TONS. This includes combat skills output/times, dungeon waves, enemy attack times, quest tasks, some quest reordering, and updates with quick complete requirements, prestige bonuses, all the things! A new SAVE button in the options menu! Now you can save prior to exiting the game to make sure you don’t lose any progress. Some fixes for text bugs, including times appearing incorrect for ability durations and/or cooldowns, minor quest dialogue fixes, and (brace yourselves) a fix for the very, very OP tiara divination boost. A fix for the issue where some players were getting an incredibly small play screen - the screen may appear small when you first start up the game now, but should correct itself within a few seconds. We updated to a new version of Unity with this build, so as a note there may be some issues with audio/music looping. We battled the issue best we could on our end, but just know we are aware of it and will hopefully be fixed soon. One of our devs is 100% dedicated to refactoring how and when the game loads content to ensure it runs smoother and to remove some of the latency issues you have reported. This is (hopefully, understandably) quite a mega-task, but we hope to have it out to you all soon! We’re back to being heads-down on the next big things for Idle Adventures! Wish us luck, let us know what you think of the newest build, and keep on talking to us in the forums. ~ The RS:IA teamQuick Hotfix for Quests!Sep 13, 2016 - Community AnnouncementsHey RS Idlers! Quick update--we’ve just released another patch with the fix players reported regarding “Will of Order” and “Dangerous Knowledge” quests not recognizing some enemy requirements. Sorry to those who ran into this, and you should be good to go now once the game is updated! You can force an update by following these steps: Right Click on the game in your steam library Select “Properties” Select “Local Files” Select “Verify Integrity of Game Cache” Half the team will be heading off to attend RuneFest this week in London. Time to celebrate with the main RuneScape team! As soon as we’re all back, it’s business as usual, and we’ll be hard at work on additional tweaks to game balance, and more bug fixes. Thanks again for all your help with finding AND reporting bugs. We hope to see at least SOME of you at RuneFest! Fancy a pint?* - The RS:IA Team *Must be legal drinking age to participateHotfix with More Bug Fixes!Sep 8, 2016 - Community AnnouncementsHey Idle Adventurers! Welcome to another Early Access patch update! We’ve been all over the forums gathering the biggest and baddest issues, so please keep them coming. Also, a continued thanks for your patience as we dig through the forums--there are a lot of great finds and ideas out there, and we’re madly scribbling notes as we read through all of your posts. To ensure you have the latest update before you load up the game, verify your game cache by following these steps: - Right Click on the game in your steam library - Select “Properties” - Select “Local Files” - Select “Verify Integrity of Game Cache” Now, on to the good stuff! Here are the issues we’ve tackled: Memory and CPU going crazy when idling - You guys ran into a nasty issue where running the game for a few hours caused massive memory and CPU spikes. We’ve cleaned up a few things now so this shouldn’t occur, and we suspect the fix may also fix issues you have seen with abilities appearing re-locked or losing anima/XP during gameplay. Abilities and skills showing crazy (thousands of hours) for completion times - This one sucked, and we’re sorry it happened to so many of you. We are pretty sure we found the root cause, but let us know if you still see any weirdness. Progress bars in dungeons freezing - Another weird one, but now you can feel free to fire off your town abilities without worry. Getting stuck while loading the game - We’ve knocked out a couple of different issues that were causing the loading bar to get stuck at 42% or 99%. We also have a few suggestions for those still experiencing loading issues: - If you do not see a Game ID (top right corner of the loading screen), this means our servers are not connecting with Steam. Fully exit Steam and the game, and re-launch both. - If you see a Game ID and are getting stuck on load, try exiting the game and re-verifying the game cache - Make sure you are using a strong wi-fi connection--the game information loads from our servers, so excessive load times could be caused by a poor connection. Note if there are any Steam outages this can also cause loading troubles. If possible, try using an ethernet cable for your internet connection. If you still have issues even after following the above steps, please email us at [email protected] with an output log from your game. These help us tremendously by providing more information on potential causes for bugs: - If on PC, go to: (C:\Program Files (x86)\Steam\steamapps\common\RuneScape Idle Adventures\idle-adventures_Data) and copy the output log text file there - If on mac, navigate to ~/Library/Logs/Unity/Player.log then copy and paste the information you find in a notepad/text doc, and then save the file Please let us know if you are still seeing any issues related to the above, or if you see anything new. You guys have been amazing for feedback and your help has been invaluable. We’ll continue watching, listening, and will respond as often as possible in between working on new ...