A small update reworking Online skill as well as some bugs that were encountered after the last large update. Bug fixes and a rebuilt Offline skill Thanks to Radcliff, who filed most of the bug reports in here. Fixes Plant All planted nothing. Seeds moved into their own vault a while back and the bulk button was still looking for them in the satchel. It found zero every time and refused. Planting one at a time worked fine, which is why it looked so odd. Most of your food was filed under Potions. Every roast, jerky, stew, biscuit and prized fish heals, and the Collection Log was sorting on that instead of on what the item is. 22 of 30 dishes were sitting on the alchemy shelf. The Food tab went from 8 items to 30. Raw meat had nowhere to live. The Raw Fish tab is now Raw Ingredients and holds everything a cooking recipe uses, including the eight prized raw fish that had no tab at all. The sailing drawer could vanish. Last trip, Haul, Island and Ship got squeezed off the bottom on shorter windows, with no scrollbar to tell you. It scrolls now. The consort card lied. It said to build her in the Shipyard at every level. The berth only appears at Sailing 60 and the build needs 70, so it says that instead. The consort can now match your flagship. It was capped one tier below, which meant the Ancient Leviathan was never able to be made no matter what you did, and the lock message told you to reach a hull you were already sailing. It can be built up to match you now, though never past you, and she still costs a second full hull in materials. Offline, rebuilt The old skill asked one question, which action, and then gave you twelve nodes that all answered a different one: how much percent. Stances. Pick one per night. Steady one skill, all night, at your full rate Divided several skills at once, sharing your rate between them Dead to the World one skill at 135 percent, but only half your cap is banked Night Forager a gathering skill worked for materials alone, no xp at all The...
Thieving Thieving is the thirteenth skill. You steal from market stalls, pick pockets, and crack locks. Steals can fail. Each job shows its success chance right on the card, from 85% on the bread stall down to 40% on a merchant's safe. Your level and the passive tree push those numbers up. You gain XP whether the steal works or not. Coins and goods only come from a successful steal. Fourteen jobs Eight market stalls: bread, seeds, fish, herbs, timber, ore, silk and gems Four pockets: a farmhand, a merchant, a guard and a noble Two locks: a strongbox and a merchant's safe Stalls give goods, not just gold A stall hands over what it sells. The fish stall gives raw fish, the ore cart gives ore, the gem stall gives gems. A stall will never give you a tier you have not already earned yourself. Rob the ore cart with Mining 1 and you get copper and tin. Rob it with Mining 70 and runite is on the table. Twelve stolen goods Pockets and locks carry things worth real money. The first few are a Cut Purse, a Silver Plate and a Signet Ring. Keep levelling and the better ones start turning up: a Silver Censer out of a shrine, a Smuggler's Ledger off the docks, an Heirloom Locket from a manor, an Officer's Sabre from the barracks, a Banker's Seal from a counting house, and a Shard of a Crown from a palace. The general store will only pay a small amount compared to the Nightmarket guilds store. Gear and rewards Six tiers of lockpicks, Bronze at level 1 through Eclipse at 80, plus Everflame Lockpicks at 95 The Thief's Set: hood, jerkin, trousers and boots. They drop while you steal, and the full set gives +20% Thieving XP The Thieving Cape at level 99 A Pocket Magpie, the Thieving familiar A 98 point passive tree, same as every other skill The Nightmarket The thieves' guild was already in the game, but iit was locked behind Agility. It now requires Thieving. You need Thieving 15 to join. It buys what you steal. The general store pays a third for hot goods. The Nightmarket pays more th...
Hey guys, thanks for sticking around! And I really appreciate everyone reporting bugs, and leaving their feedback. We have a pretty big update this time around, adding new artwork for every single item, reworking slayer UI and rewards, fixing issues with guilds and some more cool updates. Slayer Reworked the Slayer panel so everything fits on one screen. Added art for every perk and portraits for all five masters. Changed slayer points to scale with the master you are working for. Higher masters give more points per bounty. Increased perk costs. Added level requirements to perks at Slayer 1, 35, 50 and 75. Added new perks based on monster families, plus the Slayer's Mark. Added the Shard Cache, so combat shards have something to spend on. Added auto continue, so bounties keep going without returning to the Slayer tab. Guilds Changed guild quests to name the specific job, such as "Mine 40 Iron Ore" instead of "Gather 25 mining items". Added supply orders, which ask for several items at once. Added a timer to the quest board to show when quests reset. Changed the quest board to reset at midnight every day, finished or not. Fixed the Nightmarket giving no quests at all. It now also takes goods and gold. Added supply orders to The Furrow. Renamed every guild shop item and rewrote the descriptions to say what you get. Fixed guild shop items that did nothing when bought. Rebalanced guild shop rewards so a token is worth the same at every guild. Combat and Loot Changed every hunting beast to drop its own hide, such as Lynx Pelt and Mammoth Hide. These are used in Cooking, Alchemy and the tannery. Fixed Ironfang not dropping Ironfang Claws. Renamed several drops to match the item they actually are. Added a combat enchant for emerald jewellery, Man-at-Arms. Fixed the enchant screen only showing skilling gear. It now shows combat gear as well. Alchemy Added reagent counts to transmute recipes. Fixed Arcane Dust running off the edge of its card. Art and Interface Added painted...
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