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Deathcon

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VOD

Everything is subject to change

  • Update slots in Jan and Feb for some of these.

Mod Ramen's AoD Fixes

  • Boss kill times wiped upon log in
    • Mainly because the tweaks change the fight.
    • Mass times no longer get logged. Only tracks when 7 or less players start the fight.
    • Does not reset KC or make you get Reaper title again.
  • Minions now shout when they are killed to give a better indicator of the order they were killed in.
    • This goes into the chatbox.
    • Each minion has their own text colour as well.
  • Icicle Slam attack
    • Icicles defence drastically lowered and HP is now 20k.
    • Bleed is applied straight away.
    • Reduced the time defensives are put on cooldown.
    • Removed putting movement abilities on cooldown when icicled.
  • Nex will no longer prevent players from attacking her when she is phasing, meaning continued combat can be done. She will have 99% damage reduction between phases.
  • Reaggro
    • When a player dies inside the fight, Nex will no longer reaggro onto a random target
    • Nex should no longer reaggro after any of her mechanics.
    • This reggro fix took two days of the GameJam but also means this fix can be applied to Solak P2 aggro issues.
  • Mage chests will now unlock the banner for the backslot.
  • Nex's melee hits no longer do cleave damage, they will only hit one person. She will deal increased melee damage to compensate.
  • Increased Nex's HP by 500k.
  • Shadow orbs were a mechanic that just got skipped and had no effect on the fight, now they will hit players for less damage but hit players found in an area of 2 squares from the orb's coord. The further away from the orb the less damage.
  • Made it so that all 7 players can roll their own rare drop. Can roll 7 wands in the same kill. Drop rates per kill still average to same as they currently are.

Mod Erator's Dailyscape Reductions

  • Only had a day because he was busy so decided to focus on Caches only. Rather than being the core way to train the skill daily, it instead becomes an optional mechanic of training that furthers your general divination training.
  • The time that the cache spawns would be random (though likely once per hour still, on average) and only allows access to players who were in the training areas at the time of the spawn. The start time would also need to be synced across worlds to prevent world hopping to gain the benefits.
  • Inside the cache currently there is a very personal motivation to get your points and get out again. Caches are set up as a multiplayer D&D and we will probably rework mechanics to make it more personal.
  • Rewards:
    • The XP would become bonus XP, and would be a reduced amount, seeing as you can now enter the cache an unlimited amount of times per day.
    • The amount of bonus XP given would be equivalent to around 10 minutes of divination training.
    • The convert all memories boost will be given on every entry, rather than every 3 hours, though the time it lasts for would be reduced to 15 mins max.
    • The other 2 boosts of 10% chance of double loot from divine locations and 10% chance to save a sign of porter charge would be removed.
    • You will still be able to get the diviner’s outfit from cache, however the drop rate would need to be rebalanced to be in line with the new points total scaling.
  • These changes would mean that cache becomes a way to further your divination training when you are actually training the skill, rather than simply a daily way of reaching your desired level, without ever interacting with the core skill.
  • Might want to change the skill slightly on the lower end of training to make it more enjoyable before releasing these changes.

Mod Sova's Ability Bar Defaults


Weapon Diversity

  • Some of these won't even go live. These haven't undergone much of a balancing test.
  • Full documentation can be found here
  • 33.3% hardcap on crit chance (outside of guaranteed crits).
  • Legacy: some will work in legacy, some may not, some are specifically designed for legacy.
  • Weapons can span over multiple types, giving the effect of all types it identifies as.
  • Player messaging is part of the project to communicate these things to the player.
  • Will work in DG.

 

Melee

 

Type Style Effect Notes
Dagger Melee (Stab) Extra crit chance vs unaware enemies: Stunned (+5% MH/+2.5% OH); 1st hit/out of combat (+10% MH/+5% OH); Flanking (+3% MH/+2% OH). In testing. These stack additively and on top of existing crit chance modifiers.
Shortsword Melee (Stab) Chance to use a mainhand auto attack instantly after an ability. In testing. Mainhand: +10% chance, Offhand: +5% chance (additive; total 15%). Gives adrenaline as normal.
Rapier Melee (Stab) Chance to not incur GCD on your next attack. Waiting to be coded. 'You pop an ability, you see a flash on the screen and you know you can do two abilities b2b instantly.'
Hasta Melee (Stab) Gains access to 2h abilities when used with a shield. In testing.
Spear Melee (Stab) Stacking accuracy buff (0.2% accuracy bonus per attack, max 10%). Clears all stacks when you move. In testing. Procs with DoTs as well. Stacks with reaper necklace. The accuracy bonus is flat accuracy not weapon accuracy. Buff bar stacks.
Defender Melee (Stab) Allows the use of both dual-wielding and shield abilities, and provides a 3% accuracy boost. It also has a 1/15 chance to deflect a hit, reducing it by 50%-100% damage and providing +20% accuracy for the next attack. Existing.
Scimitar Melee (Slash) Heal for a percentage of your crits Waiting to be coded.
Claws Melee (Slash) On crit adds a DoT effect on the enemy based on how much you crit (MH adds 66.5% of applying damage to pool, OH 33.5%). DoT is 5 ticks, 2 cycles apart. Activation has a 30s internal cooldown on the target.
Longsword Melee (Slash) Everytime you miss you gain an accuracy buff for your next attack Waiting to be coded.
Battleaxe Melee (Slash) Deal more damage when above 80% adrenaline - damage buff builds up the longer you stay above 80% adrenaline. Waiting to be coded.
2H Sword Melee (Slash) Increased crit chance the lower an enemies health is. In testing. Effects starts at 25% HP.
Halberd/Scythe Melee (Slash) +1 Range on all attacks including AoEs Existing
Whip Melee (Slash) Every attack hits enemies in a range 2 cone in front of you. Existing AoEs extend in the direction you’re facing. Waiting to be coded.
Mace Melee (Crush) Prayer stat bonus. Critical hits pause prayer drain for a few cycles. Existing (stat bonus on all maces). Pausing prayer drain (waiting to be coded).
Warhammer Melee (Crush) Every auto attack is AOE. Waiting to be coded. Strong for legacy. Good combination with shortsword.
Maul Melee (Crush) Stacking damage buff after killing an enemy (+0.5% damage per kill; max +10% damage) In testing. Stacks last 1 minute before dropping off.

 

Magic - Weapons

 

Type Effect Notes
Staff   Couldn't think of one because wand is so good.
Wand Every critical hit fires off a spell of your choosing (provided you have the runes & you’re on the right book) Waiting to be coded. Spell can be anything, even vuln every crit.
Orb Increased crit chance while the opponent has a magic DoT on them. Waiting to be coded. Dragonrider amulet passive works too.
Book Boosts spell effects Waiting to be coded.
Rebounder Allows the use of both dual-wielding and shield abilities, and provides a 3% accuracy boost. It also has a 1/15 chance to deflect a hit, reducing it by 50%-100% damage and providing +20% accuracy for the next attack. Existing.

 

Magic - Spells (Normal spellbook only)

 

Type Effect Notes
Fire Enemy explodes in a 1x1 AoE on death In testing. A 3x3 with mob spawns version. Will only work on the tile the enemy explodes on, so better if stacked. Exploding enemy deaths can proc this is in turn like in Shattered Worlds.
Air Chance to deflect enemy attacks. Waiting to be coded. Defensively focused, air is the go-to nooby one, it's the first one you unlock, it's the cheapest to use etc.
Water Gain 0.5% damage each time a new ability is used. When an ability is repeated this bonus is reset. Waiting to be coded. Deliberately not Revolution friendly to reward active players.
Earth Every third hit deals mores damage. Waiting to be coded. We really want to mess with your DPS rotations and make you think more about them when using Water or Earth.

 

Ranged

 

Type Style Effect Notes
Shortbow Arrows Deal more damage the closer you are to the enemy. Waiting to be coded.
Shieldbow Arrows Take less damage while channeling. Waiting to be coded.
Composite Bow Arrows Can move while channeling. Waiting to be coded.
Chargebow Arrows Doesn’t require arrows Existing. Weapons can span multiple types so SGB/Zaryte will probably be Chargebow + another type.
Longbow Arrows +1 range. Crits lower cooldowns. Existing (+1 range). We aren't sure if this will lower all cooldowns, specific ones, or a random one.
2H Crossbow Bolts Standing still for 8 ticks gives your next attack a 20% accuracy buff & bolts have an increased chance proc. Buff gets used up each time. Waiting to be coded. Probably going to have to readdress this, with bakriminels as well crossbows are a clear favourite.
Pistol Crossbow/1H Crossbow Bolts Chance to double hit basic ability. Waiting to be coded.
Repriser Bolts Allows the use of both dual-wielding and shield abilities, and provides a 3% accuracy boost. It also has a 1/15 chance to deflect a hit, reducing it by 50%-100% damage and providing +20% accuracy for the next attack. Existing.
Dart Thrown Add stacks to enemy that lowers defence, stacks drop off, affects npc not attacker for group encounters. Waiting to be coded. We wanted to give Ranged a debuff. This doesn't affect affinity, this lowers the defence and helps the team.
Knife Thrown Stacking damage buff - drops off fast. Waiting to be coded.
Throwing Axes Thrown Chance for ability to chain on to the nearest target - (max range 5) - Can stack but rolls again. Waiting to be coded.
Javelin Thrown   Hits the first 5 targets in a line between you and your target, travels past target. Range 8.

Waiting to be coded.

Chinchompas Thrown  All abilities are AoE Existing.

Mod Shauny


Mod Stu

  • Document
  • Blood Pact has been updated to better reflect how combat has evolved since 2012 and build on Vannaka’s guidance.
  • Reduced the technical debt in making quests. Will be able to spend less time setting up the quest systems from a dev point of view.
  • Added more options to sort quests by
  • Recommended tick box will show quests that follow our current standard. Older quests will be recommended if their rewards are core (e.g. unlocks curses).
  • Made clearer which quests are voice acted.
  • Removed path system. Replaced with Achievement path child window.
  • Added more achievement paths
  • Support the achievement path panel in the legacy interface.
  • Declutter Burthorpe and Taverley
  • Daily Challenges
    • Removed the restriction of only 2 daily challenges in Free to Play. F2P players now get up to 5 daily challenges, same as members.
    • Beginner daily challenges have been decoupled from the path system, and you can no longer overwrite your daily challenge list by turning on the path system. Beginner challenges are now only given to a new player, and will be replaced with proper daily challenges when completed and re-rolled.
    • The tutorial for the Daily Challenge system is now triggered on second login after exploring Lumbridge.
  • While Guthix Sleeps currently has several requirements intended to increase its prestige at the time, but which aren’t needed for any narrative or mechanical reason. Inflated requirements make it difficult for us to build on existing stories, and many more Grandmasters have since been created, so this project trims back the requirements to what the quest truly requires.

Mod Raven's POF Farmhands

  • Document
  • A farmhand is an upgrade that can be purchased from Granny which adds a specialist to the farm. Specialists provide useful features and functionality to the farm, but have an ongoing bean cost in order to maintain them. Once hired, players will be able to dismiss and recall farmhands when they want them, only paying the regular fee, rather than the unlock fee. Some farmhands will provide ongoing benefits. Others will need to be assigned to a paddock in order to provide their full benefit.
  • Farmhands will have an initial unlock cost that will be relatively high. Several hours worth of farming work and may require additional requirements to unlock.
    • Farmhands will also have a maintenance cost that will be deducted either every few days, or every time their feature is used.
    • All costs will be in beans. Values to be determined later.
  • There will be a limit of 3 farmhands per pen (this will not likely be an issue on farmhand launch, but the system is built to be expandable easily so more farmhands can be added in the future).
Farmhand Effect
Babysitter This farmhand is applied to a particular paddock. Once applied, all animals in that paddock will no longer age past adolescent. Cost will be taken once the animals are removed from the pen (i.e. only charges per animal, not everytime it prevents the same animal from aging). Needs a better name.
Collector This farmhand only applies to the breeding pen. Thereafter when the breeding pen is full animals will continue to breed, but will be converted to unchecked versions of their breed. Will be able to store a limited number of animals. These animals will be stored on the farmhand. Payment will be taken when each animal is taken off him. Needs a better name. She is the reason why unchecked versions of non-droppables exist on the GE.
Trapper A special type of farmhand. He has an initial unlock cost, but after that the player must choose to send him off (and pay his cost). The trapper will disappear and return with a single unchecked animal of ANY potential type and breed available (except shinies). This includes animals normally only obtained from combat. Rarer animals will have a lower chance of being gathered, but this means that ironmen skillers can obtain dragons (~1%), spiders or yak (~1.5%). Rabbits are around a 30% chance.
  • Honeycombs are now stackable.

Mods Breezy and Shrew

Fire Spirits

  • All firelighters have a 'strike' left-click option that give a 5 minute buff that automatically catches fire spirits
    • Buff:
      • Allows the spirits to give x1.3 rewards.
      • Automatically catches fire spirits.
    • Can stack the buff for upto 60 minutes.
    • All firelighters contribute to the same buff.
  • Fire spirit now also gives: 'Next X number (random between 1-5) of logs gives +100 FM XP per log.
  • Divine fire spirits: 'Next X number (random between 1-4) of logs gives +100 Div XP per log.
  • Fire spirits now have a small bar that shows how much time it has left before it despawns.
  • Pyromaniac gives a chat message telling you how many logs it burned.

Slayer Creature Resource Dungeon

  • 100 DG to enter.
  • Outside slayer tower as a placeholder.
  • Reduce competition for spots.
  • 2 groups of 8 Abyssal demons.
  • 2 groups of 7 Dark Beasts.
  • Small amount of imps (AOE will kill them, chance to possibly 'accidentally' get a champion scroll).
  • Closely grouped up.
  • Respawn rate is max.
  • No cannons atm or other buffs (Kuradals has the ring, Slayer tower has legs and contract).
  • Plan to add a lore book explaining why the dungeon is here.

Mod Pebble's Transmog Unification

  • Bring all the various types of transmog rings into one interface.
  • Toggled between emotes and transmogs.
  • Transmogs.
  • Tradeable ones will have the ability to add them from your inventory (and withdraw from interface, back into your inventory).

Mod Deg's Shield of Arrav II

  • Optionally co-op.
  • This isn't Mod Deg's return to Runescape development.
  • Sequel in the sense that its the two gangs.
  • Complete a heist.
  • Multiplayer cutscenes
  • Runthrough begins at 2h into the VOD.

Mod Timbo's Incense Burners

  • Document
  • 1 burner is made with: 1 clean herb, 2 logs, 2 ashes.
  • Corrupted magic logs work in place of magic logs.
  • Once you light an incense burner, it is consumed and you earn a 30min buff. Every 10mins, the effect increases in potency as the incense burner starts to burn and after 40 minutes, you have achieved maximum potency for the effect.
  • You can burn two incense burners to have a maximum duration of 60min.
  • If the effect ever runs out, you will need to wait 40 mins to go back to full potency (since it resets).
  • Alternatively, you can 'overload' the incense burner as you light it and add an extra 3 whole incense burners and it begins to burn with maximum potency (without the 40min waiting period) and will last 60mins.
  • Incense burners are tradeable but require an FM level to use.
Herb Logs  Ashes  Effect
Marrentil Normal  Impious  Provides the same benefits as the Corruption auras
Guam Normal  Impious  
Tarromin Normal  Impious  
Harralander Oak  Impious  Acts like a musician whilst resting, restores more the more potent it is
Ranarr Oak  Impious  Reduces the rate at which prayers are drained (effectively provides a prayer bonus that stacks)
Toadflax Willow  Impious  
Spirit Weed Willow  Impious      Replenishes special attack energy of Summoning familiars over time
Irit Maple  Accursed   Reduces the damage the player takes from poison until complete immunity at full potency
Wergali Maple  Accursed  
Avantoe Acadia Accursed Chance to 'improve' items created (potency increases chance). If it procs: Making a bow, it strings it. Cleaning herbs, it makes it into (unf) etc
Kwuarm Acadia Accursed  
Bloodweed Acadia Accursed  
Snapdragon  Acadia     Accursed Stats restore much quicker (rate increases with potency)
Argway Yew Accursed Automatically scents (and after it reaches full potential, starts to bait traps)
Samaden Yew Accursed Reduces the chance to deplete resources
Cadantine Yew Infernal  
Lantadyme Yew Infernal Increases the duration of potions when drunk
Dwarf Weed Yew Infernal Increasing chance to bank items that are produced or dropped by monsters
Torstol Magic Infernal Increase the amount of XP earned
Fellstalk Magic Infernal Increases the chance for elite monsters to appear

Other

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Yeah, a bit late for all that skill re-balancing with Divination.  

5 hours ago, Beric said:

God help anyone going for 120/200M div

It could be much worse, right? I mean, they could get rid of the Hall of Memories.

 

7 hours ago, Deathcon said:
  • Might want to change the skill slightly on the lower end of training to make it more enjoyable before releasing these changes.

Not sure what they can possibly do though to improve the lower levels.

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