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Update Log #192 - Too much content for a title.

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First of all - an apology is probably due to the recent lack of updates for.. 2 months now? I wanted to once and for all take care of the client and all the problems we've had so far by fully rewriting pretty much everything. The base code is now clean, optimized and easily scalable off of. I could not push an update because of this as I was rewriting everything. 

This opens up a lot of nice features for the server and client in the future! Simply apologizing doesn't cut it though so I've prepared A LOT of nice quality of features and reworks for everything I hope you'll enjoy!


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Client

  • Downloaded game data now uses a new storage format. Your old local game files will be replaced and downloaded again on your first launch, so expect a longer first load;
  • Your in-game Graphics options will reset to their defaults on your first launch and Auto Setup will run again to pick settings for your PC (RuneLite plugin settings, FPS limits and your screen layout are kept);
  • The desktop client now requires a working OpenGL graphics driver. DirectX and Safe Mode have been retired, and unsupported computers now get a clear explanation at startup;


Cache

  • Updated the game cache to RuneScape 3 revision 950.1 (update from October 12nd, 2026);
  • All in-game Skill Guides have been refreshed to the latest RS3 cache;


Harvest Hollow (Halloween Event)

  • Harvest Hollow, RuneScape's Halloween event hub, is now open and replaces the old Draynor Manor Halloween event;
  • Reach the Hollow through any 'Event Noticeboard' object or the new Harvest Hollow lodestone in the bottom-left corner of the Lodestone Network, which only appears while the event runs. The event lodestone does not use quick-teleport charges or replace your previous destination, and the exit gate in the Hollow takes you back home;
  • All XP gained inside Harvest Hollow is boosted by 12%, and activity XP scales with your level in the skill being trained;
  • Activities pay Spooky tokens straight into your currency pouch with no earning limit, and most also have a chance to give ancient remains for Eep;
  • Gaining XP anywhere outside the Hollow also finds you 50 Spooky tokens, at most once every 2 minutes to 3 minutes. Combat XP counts, but lamps, stars and daily challenges do not;
  • Graverobbing (Thieving): one mausoleum or coffin bursts open for 5 minutes before another one opens elsewhere in the Hollow. Looting gives 1.1x your Thieving level in XP every 3 seconds, with a 12% chance of ancient heirlooms instead of ancient valuables and a 2% chance of ancient remains;
  • Hand ancient valuables (1 token each) and ancient heirlooms (75 tokens each) to Peckish. The camouflage outfit's double-loot chance, Thieving daily challenges and supply caches all work at the graves;
  • Mystery remains (Archaeology): requires any mattock and the Archaeology tutorial. Each action gives 0.45x your Archaeology level in XP, every 40 actions uncover an artefact worth 5x your level, and each action has a 1 in 50 chance of ancient remains. Mattock tier, perks and relics don't change the speed here, but the time sprite, tetracompass pieces, tomes and sealed clues still work;
  • Eep runs two seasonal collections: Horrible Hollow Histories (the five Mystery remains artefacts) pays 1,650 Spooky tokens per set, and Bounty of Bones (six ancient bones) pays 1,100 tokens plus Prayer XP (12,420 XP at level 99) with a chance at the Prayer pet;
  • Identifying ancient remains always gives you the ancient bone you have the fewest of, and you can hand in up to 100 complete sets at once. These seasonal collections don't count towards Archaeology qualifications;
  • Summoning circle: each ritual gives XP every 3 seconds until a ghostly clan applicant appears (about 2 minutes 30 seconds), rewarding 20x your Summoning level in XP, 450 Spooky tokens and one ancient remains;
  • The four candles around the summoning circle are optional and need no tinderbox - with all four lit a ritual can finish in about 1 minute 48 seconds, but candles can gutter out over time;
  • Bonfire: throw coloured logs from the red, green, blue, purple and white baskets - no logs of your own needed, up to 60 throws per click. A log matching the fire's current colour gives 0.6x your Firemaking level in XP and 10 tokens, any other colour gives 0.3x and 8 tokens. The fire changes colour every 2 minutes, and each throw has a 1 in 50 chance of ancient remains;
  • Burning your own logs on the Hollow bonfire pays 7 Spooky tokens per log at a slightly faster pace than other bonfires, with normal bonfire XP, fire spirits and the health boost. Pyromaniac, Inferno's Grace and the Rapid/Protean effects don't work on this fire;
  • Pumpkin farming: talk to Doyle for a harvest list, pick gourds from the 10 patches and load Dolly's order (2 to 10 gourds of four types) into the harvest cart. Picking and loading each give 0.1x your Farming level in XP, and each loaded gourd has a 1 in 40 chance of ancient remains;
  • A completed order gives 1x your Farming level in XP and 17 Spooky tokens per gourd, plus bonus XP if you load the whole remaining order in one go;
  • A crow lands on each patch you harvest - shoo it away for a fresh gourd, or the patch regrows by itself after 60 seconds. Doyle can scare off every crow at once every 30 seconds (his Configure option makes this his left-click), regrown gourds favour the types your order still needs, and unwanted gourds can go in the compost bin;
  • Reynold's new Harvest Boon shop replaces Death's Spooky Reward Shop;
  • Red, Purple and Black pumpkins can now be eaten and heal the same as a regular pumpkin;
  • Meet Reynold, Cough, Peckish, Eep, Sneezy, Guy, Doyle, the Four Horsemen and Frank around the Hollow. Scuffle's Maize Maze stays closed this year;
  • Ancient valuables, ancient heirlooms, gourds and the harvest list can't be banked and are removed when the event ends, so hand them in while it runs;
  • The Hollow has its own Halloween music (The Art of Hocus-Pocus, The DeadBeats, Getting Ahead and Howl You Doing), and Draynor Manor no longer switches to Halloween music;
HarvestHollow



Login & Saved Characters

  • The login screen now has five saved-character slots, with animated portraits, display names and titles, on desktop, Android and browser clients;
  • Click a saved portrait to log back into that character. Successful logins fill an empty slot automatically, and a full list will not replace an existing character without your choice;
  • Portraits remember your character's appearance and equipment, and show when that appearance was last updated;
  • The desktop Account Manager plugin has been replaced by this login-screen panel, and up to five of your most recently used saved accounts are carried over;
  • Saved logins are kept on the device you use. If that device cannot save a password securely, you can still enter it manually;
  • Removing a saved character now asks for confirmation, with Enter to confirm and Escape or Android Back to cancel;
  • Refreshed the login, lobby and loading screens with clearer progress and layouts that fit smaller screens;
  • When you have no saved characters, the login screen now shows a 'New to Velheim?' box explaining that your first login creates your account. It checks the username and password rules as you type and tells you which characters aren't allowed;
  • Usernames can be 3-12 letters, numbers, spaces, - or _, and the username box now stops at 12 characters;
  • Passwords must now be 6-20 characters on every login. If your current password is shorter, the login screen asks you to contact staff through "I've forgotten my login";
  • ::changepass now needs a single word of 6-20 characters (previously a new password containing spaces was saved as just its first word);
  • For the Halloween season, the login screen and lobby have a Halloween background and play 'The DeadBeats' as their theme;

LoginScreen



Android Client

  • Added a dedicated Android client for phones and tablets running Android 8.1 or newer, with a landscape layout designed for touch controls;
  • Tap to interact and hold to open a right-click menu. Drag to move the camera or interface items, use two fingers to rotate and pinch to zoom, and flick scrollable lists to move through them;
  • The on-screen keyboard opens for chat, searches, passwords and amount entry, with support for text corrections. External keyboards and mice are supported too;
  • Added three customisable sets of five hotkeys, including quick access to Run, Quick prayers, Special attack, Tap-to-drop and Single-tap mode;
  • Tap-to-drop and Single-tap mode reset when starting a new world session, helping avoid accidental actions after logging back in;
  • Mobile options let you hide or show chat, the minimap and side controls, adjust the space at the edges of the screen and toggle vibration. Your choices are remembered on that device;
  • The chat button flashes when another player talks while your chat is hidden;
  • Battery and connection indicators are available in the mobile layout;
  • Android Back closes the current prompt or interface first, and asks before exiting the game;
  • Audio now pauses when the app is in the background or another app takes audio focus, and settings are saved when you leave the app;
  • Improved recovery after the app is interrupted, returning to a usable login screen if the connection cannot be restored;
  • Added an in-app updater that checks at startup and login, with download progress and Android's installation confirmation. It does not interrupt an active game or lobby session;
  • Android crash reports can be copied from the error screen, with Restart and Close options;
  • Playing on the Android app now permanently unlocks RuneScape's mobile cosmetics: the Crux Eqal armour, sword and off-hand sword with the Magic Leap teleport, and the Radiant Dawn armour with the Immobile rest. Log into a world once on Android and they stay unlocked on every platform;
  • These Android rewards can't be bought with Velheim Coins, but anyone who already bought one keeps it;
android_client



Browser Client

  • Added a browser version of Velheim for supported desktop and mobile browsers, with no desktop client or Java installation required;
  • The browser client includes the login screen, lobby, saved characters, game interfaces, world map, music and audio;
  • Play with a mouse and keyboard, or use touch controls for tapping, long-press menus, camera movement, pinch-to-zoom and scrolling. Text fields work with the on-screen keyboard;
  • The game adapts to browser resizing and offers fullscreen controls, with guidance to turn your phone sideways for a better fit;
  • Downloaded game files are saved in your browser and reused on later visits, with the same stored files available to other game tabs;
  • Added a Saved Data panel showing browser storage use, with options to request longer-lasting storage, clear downloaded game files or reset local settings separately;
  • The browser now explains when storage is blocked, full or has been cleared, instead of silently failing to save game data;
  • Local settings are saved regularly and when you leave or hide the page;
  • Added a warning before closing or reloading the page while logged in, where your browser allows it;
  • Improved recovery from interrupted connections and temporary graphics failures;
  • Unsupported browsers and disabled hardware acceleration now get clearer startup guidance. If a browser blocks a game link, an Open button lets you open it yourself;


Options & Chat

  • Graphics, Audio and Gameplay settings now share one Options window, which remembers the section you last opened. Graphics and Audio are also available from the login screen and lobby;
  • Gameplay settings now use clearer switches, dropdowns and explanations, including loot beams, chat colours, inverted capes and Player-Owned House preferences;
  • Loot beam settings show which styles you have unlocked and let you change the value threshold from the same screen;
  • Added an optional profanity filter for player chat and overhead messages. It starts Off, is saved on your device, and changing it also updates messages already visible in your chat history;
  • Players on the Android app or the browser client now show a small Android or globe icon in front of their name and crowns in public chat, private messages, friends and clan chat, the friends list, the online list and yell. Desktop players have no icon;


Graphics Options

  • Graphics Options and Custom Graphics Options have been merged into one scrollable screen, and every option now shows a short tooltip explaining what it does when you hover over it;
  • Graphics presets are now Min, Low, Mid, High, Ultra (new) and Custom, each with its own description. Applying a preset no longer resets your personal settings like FPS limits, brightness, cursor and interface size;
  • Re-run Auto Setup now picks settings based on your CPU, graphics card and memory instead of running an FPS test, and no longer forces you into Resizable mode;
  • New desktop Screen Layout selector: Fixed - Classic layout, Resizable - Classic layout (the classic game frame in a resizable window) and Resizable - Modern layout, plus a separate Fullscreen On/Off toggle that works with any layout;
  • Desktop fullscreen is now borderless fullscreen on whichever monitor the client is on - no more resolution switching;
  • New Foreground FPS and Background FPS options (5 to 300 FPS, plus Unlimited for Foreground; defaults 60 and 15). These replace the GPU plugin's FPS target settings and your old values carry over;
  • New VSync option: Off, On, Adaptive, Half and Quarter. The default is Off on desktop and On on Android, and unsupported modes fall back to a supported choice;
  • Interface scaling is now built into the Graphics options (70% to 400%) and replaces the UI Rescale plugin - your old plugin percentage carries over. The interface shrinks automatically if it does not fit, while phone and tablet layouts handle their own sizing;
  • New Cursor scale option (1x, 2x or 3x - requires Custom cursors On);
  • CPU usage has been renamed to Draw distance and now actually extends how far you can see: its 5 levels show 40 / 48 / 56 / 62 / 68 tiles around you (default 48, about what everyone saw before). The higher levels are only available when the client has more than 2GB of memory to use (launcher memory setting, and PCs with more than 8GB of RAM);
  • Remove roofs now has 4 modes: None, Always, Selectively (only hides the roofs blocking your view) and All (hides roofs while you're indoors);
  • Shadows have been reworked: Character shadows and Scenery shadows are replaced by one Shadows switch plus a new Shadow quality option (Low / Medium / High (default) / Ultra / Ultra+). On supported desktop graphics cards the sun now casts real-time shadows from scenery, terrain, characters and NPCs that stay sharp up close and reach across your draw distance. Older hardware, Android and browser clients keep the classic shadows, and the two are never drawn together;
  • Shadow quality: Low gives basic sun shadows up to 32 tiles away, Medium smoother shadows up to 48 tiles, High softer edges across your whole draw distance, and Ultra and Ultra+ the sharpest, softest-edged shadows. Ultra needs about 1.7GB of graphics memory and Ultra+ about 3.2GB - if your graphics card has less, the highest level that fits is used and your choice stays saved;
  • Lamps, torches, braziers and other light sources now cast their own shadows from characters, NPCs and scenery, just like in RS3 - stand between two lamps and you'll see two shadows. This needs Shadow quality Medium or higher (2, 4, 6 or 8 light-source shadows from Medium up to Ultra+) and Lighting detail High or Ultra;
  • The Shadows and Shadow quality descriptions now show what your computer is actually using, such as a lower level because of graphics memory, or a reminder that light-source shadows need Lighting detail High or Ultra;
  • Lighting detail now has 4 levels: Low (original basic lighting), Medium (sunlight and ambient light, no local lamps), High (limited local lights) and Ultra (full lighting, default). It also controls light flickering, so the separate Flickering effects option has been removed;
  • Characters, NPCs and animated models are now lit by nearby torches, lamps and fires, and ground lighting from light sources is now much smoother;
  • Ground decoration now controls small decorative objects and optional animated scenery. It is Off by default and presets and Auto Setup never change it - turn it On yourself on desktop for the extra detail (it stays Off on Android and browser clients to reduce clutter and improve performance). Objects you can interact with, obstacles, scenery needed by encounters and light sources such as torches and fires always stay visible;
  • New Anisotropic filtering option (Off / x2 / x4 / x8 / x16, default x4) - keeps ground, scenery and model textures sharp at shallow camera angles;
  • Anti-aliasing is now Anti-aliasing mode: Off / FXAA / MSAA / FXAA+MSAA;
  • Textures now has 3 levels: Low, Compressed (default) and Uncompressed (full original resolution). Low and Compressed use less graphics memory, while interface sprites and item icons always stay at full resolution;
  • Bloom now has Off / Low / Medium / High levels instead of just On/Off;
  • Particles now controls how many scenery particles are shown: Min, Low, Medium and High (full). Character (including combat), projectile and cutscene effects always keep their full detail;
  • Water detail has been rebuilt with 5 levels: Low (still water), Medium (animated), High (HD water with real-time reflections), Ultra (more reflections and per-material waves) and Ultra+ (HD water everywhere);
  • Terrain blending is now always on, so its option has been removed;
  • The GPU plugin has been removed - its remaining player settings are now in the in-game Graphics options, including FPS limits, HDR Atmosphere and loading preferences;
  • New: HDR Atmosphere in Graphics Options (off by default) gives areas their original RS3 colour and exposure effects, with smooth transitions between regions. Your previous HDR choice carries over, and presets and Auto Setup leave it alone;
  • Unsupported graphics options now explain why they are unavailable and show the supported fallback, while remembering your preferred setting;
OptionsUI



Visuals & Effects

  • Shadows now fall smoothly across characters, NPCs and objects, and characters and objects just outside your view still cast their shadows into it. Things that don't cast shadows in RS3 no longer cast them here either;
  • Buildings keep casting shadows while roofs are hidden, so sunlight only gets inside through real gaps such as doorways and windows;
  • In RS3-era areas, the sides of characters, walls and objects facing away from the sun are no longer almost black - they now get soft light from the sky, like in RS3. Classic areas keep their original look, and walking between the two blends smoothly;
  • On High and Ultra Lighting detail, light from lamps, torches and fires now fades out smoothly at the edge of its reach instead of stopping in hard straight lines across the ground;
  • Objects that change state, such as braziers that burn brighter or dimmer, now give off light that matches their current look;
  • World textures now fade smoothly into the distance instead of shimmering, and Anisotropic filtering now sharpens all ground, scenery and RS3-era model textures (it used to miss about two thirds of ground textures);
  • Fixed many RS3-era NPCs and models looking smeared or washed out (e.g. the Town crier), and textured plants and objects such as ferns rendering almost black or with the wrong colours;
  • Items and outfits with Aurora or Soul dyes now show their drifting, see-through night-sky pattern instead of a flat colour;
  • Your weapon and shield are now hidden, or swapped for the right prop, during special movement and rest animations - e.g. riding the Witch's Ride broom or a magic carpet, swimming, climbing, balancing and resting;
  • Glows and sprites on RS3-era models and effects now use the right texture and size, and some effects that were completely invisible now appear;
  • Fixed some RS3-era animations bending the wrong way - e.g. the Archaeology time sprite's trail now snakes behind its glowing orb instead of swinging the whole effect around;
  • Particle effects on characters, NPCs, scenery and projectiles are no longer hidden behind scenery, terrain or objects - e.g. the Smashing Pumpkin's sparkles and light beams now show in full;
  • Fixed particle effects sometimes vanishing from an NPC or object that had been out of view for a while, e.g. right after logging in;
  • Fixed many RS3-era effects being shaped or aimed wrongly: Phoenix Knight wings now show both flaming wings instead of one blob, Ruinous rapier effects follow the blade, and Combat Mastery, Amascut and Rose effects sit where they should. Trails and embers now stay behind in the world as you move instead of being dragged along with you;
  • RS3-era effects now give off their full amount of particles, and their particles speed up, slow down and fall as designed - candle smoke and explosion puffs are shorter and sparkles stay lower;
  • Fixed RS3-era flame and fire particles being drawn several times too large on some NPCs and objects, e.g. Moldfoot;
  • Scenery that carries RS3 visual effects now shows them, e.g. dripping sap on Fenmoor trees;
HDR_WarsRetreat



World Streaming

  • Seamless map streaming: walking and running across map regions (including inside instances) no longer shows a loading screen - the next area is built in the background and swapped in while you keep moving;
  • Short teleports and jumps (within about 16 tiles) no longer reload the whole map;
  • New 'Show loading screens' option in Graphics Options (On by default): turn it Off to load world scenery and assets in the background while playing. This replaces 'Async World Asset Loading', and everyone starts with loading screens On even if they used the old option;
  • Newly loaded scenery now fades in around your character instead of popping in all at once;
  • Distance fog now forms a smooth circle around the camera instead of a flat wall that swept across the world when turning the camera, and it follows your Draw distance automatically;
  • Area lighting, fog and skyboxes now blend smoothly when walking between areas instead of popping, appear right away after a loading screen instead of slowly fading from the previous area, and scenes no longer get a random brightness shift each time they load;
  • Distant scenery now switches to a lower-detail model beyond 25 tiles and back to full detail as you get closer, so longer draw distances cost less;
  • Textures no longer visibly 'pop' through several stages after logging in or changing regions - each surface now appears once it's fully loaded;
  • The separate 'Async interface loading' option is now in Graphics Options (On by default), helping interfaces load without freezing the game. Your old choice carries over, and presets and Auto Setup leave both loading preferences alone;


Performance

  • Improved performance in busy areas, around particle effects and while using interfaces, with fewer pauses as scenery and characters appear;
  • Improved performance when many characters, NPCs or large bosses are animating at once;
  • With background world loading enabled, scenery is prepared around you even when the camera faces elsewhere, reducing pauses and pop-in when turning the camera;
  • Capping your frame rate now reduces CPU usage and heat more effectively;
  • Memory use now adapts better to your hardware, with more gradual cleanup to help lower-memory computers stay responsive;
  • Fixed memory leaks after teleports, logouts and loading screens, helping memory use stay steadier during long sessions and reducing crashes and stutters;
  • Faster startup: the client no longer re-checks the entire cache on every launch when nothing has changed;
  • If you run several clients at once they now share one cache instead of each keeping its own copy, which can save several GB of disk space;
  • Improved first-time downloads and repeat loading in the browser, including showing already-downloaded textures sooner while other files are still downloading;
  • Fewer stutters the first time you see certain characters, effects or shadows - the client now prepares these graphics when it starts, and Android and browser clients remember the ones they used last time;
  • On Android, busy areas such as Lumbridge now finish loading their textures about a third faster;


Client Fixes & Tools

  • The crash window has been improved: it now shows the full report with 'Copy report to clipboard', 'Open logs folder' and 'Get help on Discord' buttons, the report is also saved to your logs folder, and crashes during startup are now reported too;
  • If the client keeps receiving a broken game file, it will now send a crash report instead of hanging on the loading screen forever;
  • The ::displayfps overlay has been redone: FPS, frame times, memory use, downloaded game data, network activity and ping now have live graphs. Memory figures better reflect the whole client, with graphics memory shown separately where available;
  • Fixed the client sometimes downloading the same game files again after they had already finished downloading;
  • Fixed the cache connection being closed every few seconds while idle, which could delay loading new models and interfaces after standing still;
  • Fixed NPCs, players, ground items, spell effects and projectiles sometimes keeping the wrong colours if they appeared before their textures finished loading (mostly right after teleporting);
  • Fixed Divination memories, energy and other translucent item icons appearing as white orbs or with incorrect dark backgrounds, outlines and lighting;
  • Fixed rotated animated scenery facing the wrong way, e.g. placed totems in Player-Owned Farm paddocks;
  • Fixed the Custom cursors option not being remembered after restarting the client;
  • Fixed the built-in notification sound never playing (and the notification icon missing on Linux);
  • Fixed rare crashes when dragging interface elements;
  • Fixed running characters sometimes appearing to cut through walls or fences when turning a corner;
  • Fixed flickering and dark lines around ground lights on Android and browser clients;
  • Improved item icon transparency and the alignment of text and icons in interfaces;
  • Improved loading-screen sizing and progress displays on smaller windows and mobile screens;


Music & Audio

  • The Music Player has been reworked: it now lists the full RS3 soundtrack (1,424 tracks) and correctly shows the unlock status of every track. Your unlocked tracks and playlists were carried over automatically;
  • All music now plays RuneScape's own soundtrack straight from the game cache instead of streaming from our website, with smooth fades between tracks;
  • Daemonheim has music again - each floor theme plays its own start-room, room and boss tracks, which unlock in your Music Player even while you're listening to a playlist;
  • The Monastery of Ascension now plays its original ambient soundtrack;
  • The Kharidian, Masterwork and Morytanian music boxes now play their original tracks;
  • Short music jingles play again (e.g. the Air Guitar emote riff, Player-Owned House and some quest and Dungeoneering jingles) - your area music pauses while they play and resumes afterwards;
  • Level-up jingles (including combat level 138 and Archaeology 99/120) and boss voice-overs (Ariane and Azzanadra at Arch-Glacor, TzKal-Zuk, Kerapac, Raksha and the Angel of Death) now use RuneScape's original audio;
  • Removed the custom Velheim I-IX, Sapphire Zone I-VI and Diamond Zone I-VI music tracks, and the Sandstorm music box is now silent. Home now plays calm RS3 tracks (Elven Lily, Elven Rose, Elven Snapegrass, Elven Holly and Voyage), the donator zone plays Regal, Royale, Monarch Waltz, Splendour and Camelot, and the diamond donator zone plays Overture, Kingdom, Principality, Empyrean Citadel and Citadel Theme - a few of these can only be unlocked there;
  • The Music & Sounds plugin has been removed and its features are now built into the client: press CTRL+G to mute or unmute all music and sounds (remembered after restarting);
  • Audio Options on desktop (in-game, login screen and lobby) now has an Audio output selector to choose your output device. If a device fails, the client falls back to your default device instead of going silent;
  • Audio Options got a visual refresh with aligned sliders, hover highlights and tooltips. The Stereo/Mono choice has been removed (audio is always stereo);
  • Jingles that went silent after the move to RuneScape's own audio play again, including death, clue scroll and Slayer task completion, the Barrows and Rise of the Six chests, Soul Wars and Stealing Creation results, Dungeoneering floor completion, every achievement diary task, tier and region-complete jingle, Stronghold of Security rewards, the quest cape emote, shooting star rewards and the Easter and Halloween event quests. A few use the closest RS3 jingle where the original no longer exists;
  • Soul Wars now plays a win or loss jingle (none on a draw), Stealing Creation's victory jingle only plays for the winning team, and the Rise of the Six jingle now plays once per reward instead of once per item;
  • Boss voice lines that were silent now play, including the Ambassador, the Keeper in the Raksha fight and extra lines from TzKal-Zuk, Ariane and Raksha. General Graardor has three newly voiced quotes, and Blink's spoken taunts now match his chat text;
  • Fixed sound effects cutting each other off and interrupting boss voice-overs (e.g. a Woodcutting log sound silencing a Seren spirit's arrival). These sound effects now follow your Sound effects volume instead of the Voice volume;
  • Fixed nearby sounds getting quieter for each extra player who heard them, which could leave players in busy areas hearing them faintly or not at all;
  • Fire spirits, Forge phoenixes and Divine blessings now play their own arrival sounds instead of the Seren spirit's;
  • Enchanted bolt effects now play their proper sounds: Lucky Lightning (opal), Earth's Fury (jade, previously silent), Sea Curse (pearl) and Blood Forfeit (ruby). Nomad's death cry and Bal'lak the Pummeller's smash also use the correct sounds;
  • Grand Exchange offer updates no longer play an old extra jingle on top of the RS3 one, and trying to collect an item with no room now plays an error sound;
  • Entering an area now switches to that area's music instead of keeping a track carried over from elsewhere. Logging in no longer changes track a second time, a track picked again after it ends now plays instead of staying silent, and areas without their own music let the current track finish;
  • Fixed area music stopping when certain tracks were picked, e.g. in Port Sarim, Musa Point, Rimmington, Player-owned ports and the Arc;


Interfaces

  • Floating pop-up messages (above your character, NPCs, objects, ground items and inventory slots) and item hover tooltips now also work in Fixed screen mode;
  • Fixed mode now uses the standard 765x503 game area (the extra strip at the top is gone) and scales up to fill the whole window, including fullscreen. NPC and object hover outlines also line up correctly when scaled;
  • Switching between Resizable and Fullscreen no longer closes your open interfaces or interrupts what you're doing;
  • Fixed the XP counter disappearing after changing screen mode or layout (or after things that reset your game frame, like leaving Familiarisation), which also made the XP counter button need two clicks to bring it back;
  • The Teleport menu and Aura management interfaces now have a built-in search bar - just start typing and the list filters as you go, no more chat-box prompt. Escape clears the search first, then closes the interface;
  • Teleport menu destinations now have right-click 'Teleport' and 'Add/Remove favourite' options, the selected destination stays highlighted, and category icons show hover hints;
  • The three 'Tree Gnome Stronghold' teleports are now named (Thieving), (Woodcutting) and (Farming) so they can be told apart and favourited separately;
  • The Teleport menu's Miscellaneous tab now includes Home Area, Donator Zone and Diamond Donator Zone. The Donator Zone needs Sapphire rank or higher (or an active donator trial), and the Diamond Donator Zone needs Diamond rank or higher;
  • Typing into the bank search, preset names and the new search bars no longer triggers game hotkeys or types into your chat-box;
  • The Modern layout can now keep your Inventory open alongside another side tab, so you can check equipment, prayers or other tabs without hiding your items. This choice is saved per account. When the window is too narrow for two panels, one tab is shown and clicking another tab switches away from your Inventory;
  • Redesigned the Information panel into World, Player and Tasks pages, with clearer labels, helpful hover text and full values available when large numbers are shortened. The panel now uses the full width of the tab with no title bar, and each value sits on the same line as its label unless it is too long to fit;
  • The staff-online count now includes staff across worlds and the lobby;
  • Placing a world-map marker now asks for confirmation, including on touch screens. Escape or Android Back dismisses the question before closing the map, and removing and replacing a marker in the same place works correctly;
  • Travel and cutscene fades are smoother and keep chat and game controls visible;
  • Server update countdowns now show a 'System Update' ribbon with the time remaining, centred under the XP globes in the Resizable and mobile layouts. The timer turns orange in the final minute and appears straight away if you log in during a countdown. Fixed - Classic keeps the old countdown line above the chat-box;
  • XP drops no longer overlap or lag behind when you gain XP from several sources at once - each skill now shows one combined drop per game tick, e.g. for the Attack, Strength, Defence and Constitution XP from a single melee hit;
  • Game links for the store, voting, guides and account help now point to the correct Velheim pages. The ::guides command opens the guide channel, and RuneScape Wiki links are labelled clearly;


Combat & XP

  • Attack styles have been replaced by RS3-style combat XP choices. The combat tab now shows one button for each skill your weapon can train: Attack, Strength and Defence for melee (and when unarmed), Ranged and Defence for ranged weapons, and Magic and Defence for staves, wands and other magic weapons;
  • Click a skill's button to tick or untick it, and hover over it to see what it does. Combat XP is split evenly between your ticked skills, Constitution XP is unchanged, and at least one skill must stay ticked;
  • Your melee, ranged and magic choices are saved separately, and each hit's XP follows the choices for the type of attack you actually made;
  • Everyone starts with every skill ticked and old attack styles are not carried over. This means Ranged and Magic XP are now shared with Defence by default - untick Defence on your combat tab if you only want to train Ranged or Magic;
  • Defensive Casting has been removed from the Normal, Ancient, Lunar and Dungeoneering spellbooks, and the spell filter buttons have moved left to fill the gap. To gain Defence XP from Magic, tick Defence on your combat tab instead;
  • Staves and wands now always attack with Magic. Without an autocast spell you are asked to select a spell instead of bashing, including with croziers, catalytic staves and other staves that used to bash;
  • The Longrange style's extra tile of attack range has been retired along with attack styles;
  • The Warriors' Guild dummies now accept a hit from any melee weapon, with no specific attack style needed;
  • The Kinetic cyclone's melee XP now follows your melee XP choices;
  • Fixed melee max hits checking your Stab bonus for the negative attack bonus penalty, instead of the bonus for the style your weapon actually uses (Stab, Slash or Crush);
  • Kerapac and Arch-Glacor duos now give the extra drop to the player who dealt the most damage - it was going to the player who dealt the least;
  • Vorago and the Angel of Death now roll their limited loot slots for the top damagers instead of the lowest ones;
  • Abyssal parasites now wear off when the player who applied them leaves, so they no longer keep killing monsters (and adding kill count) after you teleport away;
  • Araxxor's acid path web now blocks the way until it has fully burned, like the other two paths;
  • Araxxi no longer disappears during the final phase of the Araxxor fight;
  • Araxxor's minion path now summons a spider wave every other special attack, and leaving spiders unsummoned raises his enrage like on RS3;
  • Spiders still alive when Araxxi appears now die shortly after (pulsing spiders join her) instead of being added back to the spiders-left count;
  • Cres's creations is a Slayer task again from Sumona, Duradel and Kuradal (65-80) and from Morvran and Laniakea (80-100), requiring 67 Slayer and 100 combat;
  • Slayer tasks no longer count look-alike monsters by name - for example pirates and crates for rat tasks, trolleys for troll tasks or jellyfish for jelly tasks;
CombatStylesTab



Target Box, Buff Bar & Interaction

  • The NPC health bars option in Gameplay settings is now a dropdown with three choices: Disabled (only the normal health bar above the NPC), Integrated (target details drawn around your target's own health bar) and Overlay (a movable target box). Your old On choice becomes Overlay, Off becomes Disabled, and new players start on Overlay;
  • Overlay replaces the old target health overlay with a redesigned target box showing your target's name, a weakness icon, your hit chance and its hitpoints, with an amber trail that shows recent damage. Up to seven effects on the target (such as poison, bleeds, stuns, freezes and accuracy or damage reductions) appear with their timers or stack counts;
  • Effects on your target have a green frame when they help the NPC and a red frame when they hurt it. Hovering over the weakness icon, hit chance or an effect explains what it means, including the time left;
  • Hit chance shows the chance of your last attack on that NPC (green from 75%, yellow from 50%, orange below) and reads '--' until you have attacked it. It is remembered for the last few NPCs you fought;
  • The target box can be moved anywhere on screen: hold it for a moment, then drag it (a gold outline shows while dragging). Its place is remembered on that device and stays in the same relative spot when you resize the window. Right-click it and choose 'Reset position' to put it back, or left-click it to examine your target;
  • The target box shows in the Resizable - Modern and mobile layouts and sits beneath side panels, the chat-box and open windows. By default it sits on the right edge where the old overlay was (bottom centre on mobile). In the Classic layouts, use Integrated instead;
  • Integrated works in every layout: a weakness icon and your hit chance sit beside your target's health bar, its active effects and their timers show in a row above it, and the bar gets the same amber damage trail. Hovering over them with a mouse shows the same explanations as the box;
  • The buff bar has been redesigned to match the target box: a compact see-through panel that grows with your effects, five icons per row, holding up to 25 effects in every layout (Classic layouts used to show 15). Buffs come first with a green frame, then debuffs with a red frame, each sorted by time left;
  • Buff bar timers now count down smoothly, and hovering over an icon shows the effect's name, what it does and the time left. Left-click or tap an icon to Examine it, which writes the same details into your chat-box;
  • The buff bar can be moved in the Resizable - Classic, Resizable - Modern and mobile layouts the same way as the target box, and right-clicking any icon offers 'Reset position'. In Fixed - Classic it stays in its usual place. Classic layouts still hide it while a central interface is open, and the 'Potion timers' Gameplay option still turns it on or off;
  • Buff bar icons no longer have their own built-in borders. Effects shared with the target box now use RuneScape 3's icons, and effects that used to show a small 3D model now show a matching item icon;
  • The desktop Widget Drag plugin no longer moves the buff bar, target box or Squeal of Fortune button, since these can now be moved directly. Any buff bar position saved with that plugin no longer applies;
  • New walk marker: when you click to walk, or click something you need to walk to, the destination tile now gets a glowing square with a bobbing gold arrow above it. It grows in when you click and shrinks away when you arrive or the walk ends;
  • New target highlights: the NPC, player, object or ground item you click gets a soft glowing outline, visible through walls, that fades in, stays until you reach it and then fades out. Clicking something else, walking away or the target leaving the area ends it, and if you are already next to it the outline briefly pulses;
  • Gameplay settings have a new Interaction section at the bottom: turn the walk marker and the highlights for NPCs, attackable NPCs, players, objects and ground items on or off, and pick a colour for each from 16 colours. These choices are saved on your account;
  • Everything in the Interaction section starts On, with a Cream walk marker, Yellow for NPCs you cannot attack, Red for attackable NPCs, Blue for players, Cyan for objects and Green for ground items;
  • If you use the desktop Interact Highlight plugin's hover outlines, the target you clicked is now outlined once in its highlight colour instead of twice;
  • The minimap flag and the new walk marker now always show the tile you will actually stop on, and disappear when your walk is cut short by an obstacle, a freeze or bind, or a teleport. When attacking, the flag shows where you will move to reach your target and clears once you are in range, instead of vanishing too early;
  • Following a player no longer leaves a flag behind, and clicks the game cannot act on no longer leave a flag on your minimap. Clicking while stunned, bound or locked no longer briefly shows a flag followed by an incorrect "I can't reach that!" message;
  • Examining an NPC, object or ground item no longer moves your minimap flag. Also fixed the flag sometimes not showing, or an old flag lingering, at the edge of the loaded map area;


Cosmetics & Customisation

  • The Cosmetic overrides window, the Animation overrides shop and the chat menu that led to them have been replaced by one full-screen Customisation window with Cosmetics and Animations tabs. It opens straight from the Squeal of Fortune tab, the Worn Equipment screen and the cosmetics NPC, on whichever tab you used last;
  • Everything you click is previewed live on a model inside the window: pieces and outfits, walk/run/stand loops, rests, skilling animations, teleports with all their effects and landing, and hitsplat packs. Previews are only shown to you, so pieces you don't own are no longer put on your character where other players can see them;
  • Pieces you own are still worn for real when clicked, while pieces you don't own are only shown on the preview and offered for unlocking;
  • Drag the preview to turn it, and zoom from 70% to 150% with the mouse wheel or Page Up/Page Down. Previews wait until all their animations and effects have loaded, so every effect starts together;
  • The Animations tab is split into Teleport, Walk, Rest, Skill and Hitsplats, and has the same live search as the Cosmetics tab. Each entry shows whether you own it or it is active, its price (green if you can afford it, red if not) and how to unlock it, such as the token it needs. Buying an animation activates it straight away;
  • Purchase questions and messages now appear inside the window. The three preset buttons load with a left-click and save with a right-click, and overwriting a saved preset asks first;
  • The window shows your Velheim Coins balance, which you can click to open the Velheim Coins page of the store, and has a Solomon's Store button. Escape closes a question or the colour picker first, then clears your search, then closes the window;
  • Added 2,231 cosmetic pieces and 224 new outfits from RuneScape, including 10 more auras and trails and new wings. The wardrobe now holds 4,654 pieces and 563 outfits, and 35 existing outfits gained their missing pieces;
  • Cosmetic auras and trails now appear in the wardrobe, and their existing unlock tokens correctly unlock the matching override;
  • Over 1,500 of the new pieces can be unlocked for the usual 100 Velheim Coins each. Treasure Hunter pieces without a token, and pieces whose source is unknown, are listed but locked for now;
  • Cosmetics that have an unlock token in RuneScape can now only be unlocked with that token. This includes 36 pieces that could be bought with Velheim Coins before - anything you have already unlocked is kept. 141 new cosmetic tokens have been added, and like other cosmetic tokens they can be traded and bought by Ironmen on the Grand Exchange;
  • Every Ironman mode now automatically gets the 5-Year Ironman helm, body, legs, gauntlets and boots, and Hardcore Ironmen also get the Hardcore Ironman body and the Hardcore 5-Year helm and body. These can't be bought, and they are removed if the account stops being that mode;
  • Group Ironman armour tiers 1-4 now unlock when your group reaches journey tier 3, 5, 7 and 10, as in RuneScape. Every member gets the tiers the group has earned (offline members at their next login, new members when they join) and keeps them for good;
  • Added 183 RuneScape titles to the Titles window. Ironman, Hardcore Ironman and Group Ironman accounts can use their 17 new mode titles (such as Iron, Hardcore Iron and Group Iron) straight away, 23 are unlocked with title scrolls, and the rest are listed but can't be obtained yet;
  • Added 114 animation overrides from RuneScape: 42 teleports (including Shadow Gorilla, Fire Drake and the superhero Wardrobe Malfunction and Air Rage, with female versions), 28 rests, 7 walks and 37 skilling animations. Most can be bought with Velheim Coins (teleports 250, or 500 with a quick version; rests and walks 300; skilling animations 150), 34 need their unlock token and 4 can't be obtained yet;
  • Nine skilling animation tokens can now be redeemed: Catalyst hatchet, harpoon and pickaxe, Fairy Light fishing rod, hammer and pickaxe, Witch's potion, Primal pickaxe (red) and Deck Caster. The Fairy Light hammer and pickaxe tokens are untradeable;
  • 47 teleport animations now have a quick version, so they also play on spellbook teleports. 17 now have their own landing animation instead of the standard lodestone arrival, on Home Teleport and spellbook teleports alike (e.g. Shadow Blast, Scientific Breakthrough, Dark Transformation and Crystal Singer);
  • The Sandstorm, Barbarian, Spirit Hunter, Revenant, The Risen, Twisted Jester, Hot Sand, Plague Doctor, Enforcer, Assassin and Witch's Ride walks now change to match the weapon you hold, as in RuneScape. The Witch's Ride walk now rides a broom, or your own two-handed staff;
  • Skilling animation overrides now also play when crafting runes and infusing Summoning pouches, and the Partyhat bonfire animation now uses all seven partyhat colours;
  • Fixed missing or wrong effects on several animations, including the Strongarm and Crystal Singer teleports, the Deckchair, Buried in Sand, Death Lotus, Shade Thrower, Cocktail Flare, Sinister, Energy Drain and Treasure rests, the Sandstorm and Barbarian walks, and Strongarm and Crystal Singer mining;
  • Rest animations now switch to their looping pose right when the starting animation finishes;
  • Buying a 250-coin teleport animation now counts its full value towards your donator rank total;
Customisation



Squeal of Fortune

  • The Squeal of Fortune wheel spins again - pulling the lever spins the wheel, which slows down and stops on your prize (about 6-7 seconds), instead of jumping straight to the reward screen;
  • Press Space while the wheel is spinning to skip straight to your prize. Space still spins and claims as before;
  • Prize reveals now play jingles: one for uncommon prizes and a fanfare for rare prizes and jackpots. Common prizes stay quiet;
  • Announcements for very rare prizes now wait until the wheel has revealed your prize, so the news no longer spoils it;
  • Each of the 21 Squeal of Fortune promotions (e.g. Rainbow's End, Phoenix Lamps, Gemfall, Cerberus Rush and Grim Harvest) now has its own look across the wheel window, prize scroll, spin pop-up and side-panel banner, using RuneScape's Treasure Hunter banner art where available. The classic look stays when no promotion is running;
  • The Squeal of Fortune spin pop-up can now be dragged anywhere: hold it for a moment, then drag it. It no longer drifts when the window is resized, its default spot is now centred and your current position carries over. Right-click Play and choose 'Reset position' to put it back;
SquealOfFortune



Bank

  • Added a search box inside the bank - typing filters your items instantly while keeping them in their original slots. The search box takes over the bottom button row while you search, and pressing Escape closes the search first, then the bank;
  • Dragging an item between two others now inserts it there (shown with an insertion marker), while dropping it onto another item swaps them - the old Insert/Swap toggle has been removed. Rearranging is paused while searching;
  • New Transfer dropdown - choose 1, 5, 10, All or X as the left-click amount for both withdrawing and depositing. Your choice is remembered (Group Ironman banks too);
  • Your last Withdraw-X/Deposit-X amount is now saved between logins;
  • Fixed Withdraw-X/Deposit-X possibly moving a different item if your bank or inventory changed while you were typing the amount;
Bank



Bank Presets

  • The old presets window has been replaced by a compact Presets panel that opens right on top of your bank;
  • Select any of your 10 presets to preview its saved Inventory, Equipment and Familiar contents before loading it - preview items show their hover tooltip and can be right-click Examined;
  • Tick which containers (Inventory, Equipment, Beast of Burden) you want to save and press Overwrite - unticked ones keep what they had saved before;
  • Presets now have a Load button (number keys 1-0 still work), can be renamed by clicking on their name (Enter saves, Escape cancels) and ask for a Yes/No confirmation before being deleted;
  • Presets can also be right-clicked to Select, Load or Delete them straight from the list;
  • Preset names are no longer cut short - they're only shortened with '...' when they don't fit;
  • Preset messages (saved, cleared, errors) now show in your chat-box;
  • Pressing Escape closes the Presets panel (or its delete prompt) without closing your bank;
BankPresets



Money & Trading

  • The Money pouch can now hold far more than 2.147 billion GP - up to 9,223,372,036,854,775,807 GP (about 9.22 quintillion);
  • Grand Exchange prices and totals, Marketplace listings and their stored proceeds now support values above the old 2.147 billion GP limit;
  • Large money values now display more clearly, with shortened amounts where space is limited and the full amount available in the relevant descriptions and hints;
  • Amount entry now accepts shortcuts such as 10k, 1.5m and 2b, plus t, qa and qi for trillion, quadrillion and quintillion. Amounts that do not make a whole coin or exceed the supported limit are rejected;
  • Physical coin stacks in your inventory, bank and trade window still have their normal 2,147,483,647-coin limit;
  • Fixed purchases, exchanges and withdrawals taking payment when the corresponding items or money could not be received;
  • Improved handling of full inventories, full banks and very large balances during Grand Exchange and Marketplace transactions;
  • Fixed coin handling when a trade is cancelled or cannot complete, so the offered money is returned correctly;


Fletching & Ranged Equipment

  • Rebalanced Fletching levels, XP and production times for bows, crossbows, shafts, arrows and bolts to follow the updated item tiers, while keeping Velheim's XP modifiers;
  • Added Acadia shortbows and longbows, an Eternal magic longbow, Teak, Acadia and Elder crossbow stocks, and the recipes needed to make them;
  • Added Orikalkum, Necronium, Bane and Elder rune crossbows, including off-hand and two-handed versions, plus the Primal two-handed crossbow;
  • Added Orikalkum, Necronium, Bane and Elder rune arrows and bolts, with the corresponding arrowheads, unfinished bolts and crossbow limbs available through Smithing;
  • Arrow shaft output now increases with the log tier, from 15 per ordinary log to 60 per Elder log;
  • Standard arrows are made in batches of 15 and bolts are feathered in batches of 10. Smaller final batches use and reward only the materials actually made;
  • The old level-110 arrow and bolt proficiency bonuses have been retired as part of the rebalance;
  • Regular shieldbows now follow the updated longbow progression. Ordinary longbows and the Dark bow have a nine-tile attack range, and ordinary two-handed crossbows use a seven-tile range;
  • Updated Ranged level requirements, ammunition compatibility and damage for the rebalanced bows, crossbows, arrows and bolts;
  • Bane tuning at level 87 Magic now uses finished Bane arrows and bolts, producing ammunition for dragons, demons, abyssal creatures or basilisks;
  • Existing tuned Bane ore, bars, arrowheads and unfinished bolts are converted into the corresponding ordinary Bane materials without reducing their quantities;
  • Jas dragonbane and demonbane arrows can be converted between the two types in batches of up to 30;
  • Charging Dinarrows now handles smaller final batches correctly and can use a mixture of tradeable and untradeable resonant anima;
  • Fixed Fletching bonuses from capes, outfits, the Crystal knife, portable stations and the Master Fletcher perk being missed or applied more than once;
  • The Nature's sentinel outfit's automatic log conversion now follows the updated shaft requirements and XP;
  • Updated bow-shop stock and Invention disassembly results to match the new and rebalanced equipment;
  • Fletching achievement steps now follow the actual cutting and stringing stages, including automatic bow-stringing bonuses, while keeping previously completed achievements;


Agility

  • Rebalanced XP on the Gnome, Barbarian, Anachronia and Hefin Agility courses while keeping your normal Velheim XP modifiers;
  • A full Anachronia lap now gives 28,000 base XP, up from 20,040, with corrected section and lap credit when travelling in either direction;
  • Advanced Gnome laps now give about 1,800 base XP and Advanced Barbarian laps give 2,000 base XP, before your usual bonuses;
  • Hefin lap rewards now scale through the level 77, 82, 87, 92 and 97 tiers, with corrected shortcut, zipline and lap-completion credit;
  • Anachronia obstacle success now takes your Agility level into account, and failure damage is based on your current health;
  • Fixed interrupted obstacles, repeated clicks and teleports leaving characters stuck, awarding duplicate XP or counting unfinished laps;
  • Fixed Hefin bonus rewards and paid multipliers being consumed without the matching completed lap;


Skilling

  • Removed the daily mining cap from both crystal-flecked sandstone rocks;
  • Rebalanced red and crystal-flecked sandstone rock difficulty and XP to match their intended tiers;
  • Fixed interrupted crafting and skilling actions continuing to use materials or award XP after you had stopped or teleported away;
  • Improved gem-bag withdrawals so gems are kept safely when your inventory or bank cannot accept them, and delayed Withdraw-X prompts cannot withdraw the wrong item;
  • The upgraded gem bag now holds 100 of each supported gem, up from 60;
  • Player-Owned Farm produce is now kept for collection if you do not have room to receive it;
  • Fixed reward delivery for activities such as playing the harps and opening supply caches, so a full inventory cannot silently lose the reward or consume the unopened cache;


God Wars Dungeons

  • Raised the God Wars Dungeon 1 stored killcount limit from 50 to 200 for each faction;
  • Retired God Wars Dungeon 1 soulstones;
  • God Wars Dungeon 2 reputation now caps at 2,000 per faction. Existing reputation is kept up to the new cap;
  • God Wars Dungeon 2 rewards now unlock at 500 reputation for the faction insignia, 750 for refined armour, 1,000 for Invention components and 2,000 for reduced boss-entry killcount;
  • The highest previous reputation-based drop bonus at God Wars Dungeon 2 now applies from your first kill, without needing to build reputation first;
  • The Venerated requirement now checks for 2,000 reputation with all four factions;
  • Faction seals stop dropping once every other faction is already at maximum reputation, and exchanges use only the seals needed to reach the cap;
  • Fixed automatic Twin Furies seal conversion awarding the wrong reputation;


Boss Instances, Drops & Pets

  • Removed GP entry fees from King Black Dragon, Kalphite Queen, Exiled Kalphite Queen, Dagannoth Kings, Corporeal Beast, the four God Wars Dungeon 1 bosses, Nex, the four God Wars Dungeon 2 bosses and Rex Matriarch instances. Other entry requirements still apply;
  • The Reaper instance-cost discount is no longer needed and has been retired, with a one-time refund of 250 Reaper points for accounts that bought it;
  • Updated Death's Store with clearer buttons, hover highlights, click sounds and helpful price and reward tooltips. The retired instance-discount entry has been removed and the remaining rewards rearranged;
  • Retired the Demonic skull and its bonuses. Existing skulls are refunded at 550,000 GP each, including those in supported shared storage and sale listings;
  • Corporeal Beast's four sigils now share a combined base drop rate of 1 in 256, with an equal chance of each sigil before your usual drop-rate modifiers;
  • Linza equipment now has its own 1-in-96 base reward roll when Linza has been defeated, with an equal chance of each of the five pieces;
  • Improved Dragon pickaxe base drop rates to 1 in 3,000 from the relevant Chaos Dwarf Battlefield enemies and 1 in 1,000 from Chaos giants;
  • TzRek-Jad now unlocks by inspecting a Tzhaar egg dropped by TzTok-Jad, TokHaar-Jad or TzekHaar-Jad, with no level-99 Summoning requirement;
  • Existing TzRek-Jad owners keep their pet and collection credit. Eggs that cannot fit in your inventory are handled through the encounter's reward collection;


Invention

  • Retired the negative perks Antitheism, Profane, Inaccurate, Junk Food, Undead Bait, Demon Bait, Dragon Bait, Cautious, Mediocrity, Fatiguing, Committed, Butterfingers, Blunted, Cheapskate and Confused from new gizmo rolls;
  • Existing gizmos lose those retired negative perks while keeping their useful perks. Loose gizmos left with no perks become reusable shells, and installed gizmos can still be extracted;
  • Fixed gizmos being lost when using an equipment separator or disassembling augmented equipment with too little inventory space. Your equipment, separator and installed gizmos are kept until all returned items can fit;
  • Updated disassembly XP and material yields for the new Fletching and Ranged equipment, for both manual disassembly and machines;
  • Fixed Spring cleaner rewards being lost when storage is full, including Ultimate Ironman reward handling. Salvage is kept if its rewards cannot be delivered;
  • Fixed Invention machine withdrawals, material use and full-output handling so items are not lost, duplicated or charged in the wrong quantities;


Fairy Rings

  • Added the AIS (Naragi homeworld), BJP (Fort Forinthry Grove), BKS (Inanna's Shrine), DLP (North of Amberfell) and DIQ (Fenmoor) fairy ring codes. DJS (Prifddinas, Clan Amlodd) now works for players with access to Prifddinas;
  • The Fairy Queen's hideout, Orks' Rift and Kethsi can now be picked straight from the Travel Log, without dialling their code sequences;
  • The Fort Forinthry and Fenmoor fairy rings are now usable by everyone, with no extra quest requirements;
  • The fairy ring right-click options now do what they say: Configure opens the Travel Log, Zanaris takes you to Zanaris and Last-destination takes you back to the last ring you used. Your last destination is remembered between logins;
  • Redesigned the Travel Log with a search bar, four sort orders (code or destination, A-Z or Z-A) and up to five starred favourites. Favourites are listed first, every destination shows its full name on hover, and your sort order and favourites are saved. Escape clears the search first, then closes the Travel Log;
  • Fixed the DLS fairy ring (Myreque hideout under the Hollows) arriving in the wrong place, and the Yu'biusk (BLQ) return portal now takes you back to Zanaris;

FairyRings



Miscellaneous

  • Tradeable bonds now become untradeable when sold to a general store;
  • Added the Anachronia skillcape stand - unlock it for 5 million GP first, then place any regular or master skillcape on it. The stored cape's passive perks stay active without you having to wear it, and you can take it back at any time;
  • Scripture of Bik now explains when the clue cap blocks rewards or Spirit Attraction cannot collect its catalyst;
  • Added Teplin Macagan and Zahur (both Potion and Flask decanting NPC's) to regular and diamond donator zones;
  • Urn enhancers can now be permanently added to your toolbelt, granting their usual XP bonus while consuming divine charges as normal;
  • All decorated urns now have a 'Store all' left-click option that will store all the urns of that type in your Brooch of the Gods, if you have one on you (carried or worn);
  • Small Area Loot overhaul: increased items in the interface GUI from 28 to 50 slots and added a 'Loot All' button below the interface. You will also be able to press the Spacebar button to quick-loot all items IF the area loot is open and active and the chat-box is locked;
  • The Combine Slivers menu now shows 'Already unlocked!' for enchantments you've unlocked, making it easier to see which ones you still need;
  • Added the missing Port Phasmatys (Green Ghost Inn barrel) and Menaphos (Grand Library entrance plant) master hidey-holes - they can now be built, filled and emptied, bringing the total to 57, and the trimmed completionist hidey-hole requirement counts them too;
  • Ani, Zhuka and Salmon Max on the Arc now open their shops (Ani's Seed Store by the Sea Shore, Bamboo Market 101 and Fish Oil Sales);
  • Improved how the server reads your actions during lag spikes, which should fix rare cases of clicks being ignored or misread;
  • Havenhythe now has its proper NPC placements and ground-item spawns. Its staircases, lighthouse stairs and the Amberfell bridge can be used, its fishing spots work (crayfish, shrimp and anchovies, sardines and herring, lobster, tuna and swordfish) and corn can be picked;
  • Seasonal scenery now follows the active Easter, Halloween or Christmas event correctly, including after logging in again;


Fixes

  • Fixed Classic game-mode on the Legacy World (World 2) accidentally running at x10 EXP since the May hot-fixes - it's now back to its intended x2 EXP rate;
  • Fixed the Varrock sewer doors not opening;
  • Fixed spelling and grammar errors in the Stronghold of Security's dialogue, notes, and messages;
  • Fixed the Falador Castle rooftop herb patch so herbs can be planted and harvested, with no weeds or disease;
  • Fixed GWD1 boss altars requiring Offer instead of Teleport to leave the instance;
  • Fixed Cooking guild's main staircase destination tiles;
  • Fixed pottery wheels producing finished items and pottery ovens turning them back into unfired items;
  • Corrected the Construction plank trivia question to accept elder as the highest-XP plank type;
  • Fixed being unable to mine blocking pedestals in Daemonheim's toxin maze;
  • Removed the retired Scroll of Daemonheim and its bonus XP from Dungeoneering, updated trimmed completionist requirements, and fixed access to later shop rewards;
  • Fixed Player-Owned Farm animals consuming food while Animal Whisperer game-perk is active;
  • Fixed Farmers' Market examines showing Earth Sciences certificate descriptions instead of the corresponding farm rewards;
  • Using seeds, compost or other items on a farming patch that still needs weeding now tells you "The patch needs weeding." instead of showing an error;
  • Fixed Rise of the Six instances being able to overlap and break other instances created nearby at the same time;
  • The eastern edge of Prifddinas now correctly counts as part of the city (city overlay, reduced crystal tool charge use and other in-city bonuses);
  • Accounts that are no longer Ironmen (or no longer Hardcore) now correctly lose the matching Ironman outfit pieces from their wardrobe, along with any mode-only title they were showing;
  • Improved reward collection from chests, supply caches and seasonal presents so a full inventory or storage limit does not consume the container without delivering its rewards;
  • Fixed Player-Owned House servant deliveries losing items when your inventory is full;
  • Fixed some of the newest NPCs showing up as a completely different NPC in the world (e.g. Sanguine crawlers appearing as Musicians);
  • Fixed clashing lodestone hotkeys: A now goes to Al Kharid and Ctrl+A to Ardougne, while T goes to Taverley and Ctrl+T to Tirannwn;
  • Fixed the H.A.M. Hideout entrance trapdoor not opening, and its exit ladder now brings you up beside the entrance instead of elsewhere in Lumbridge;
  • Fixed some effect timers (such as potion boosts) pausing while you were poisoned with an interface such as the bank open;
  • Moonrise Digsites material cart can now be interact with;
  • Wars' Retreat bonfire now increases your bonfire timer by 25% if you've unlocked it from the Reaper Rewards store;
  • The adrenaline urn now refills your special attack all the way to your true maximum, including the extra 10% from the Heightened Senses relic. It also no longer wastes stored charges while having an interface open;
  • 'Load Last Preset' now works at Simon and the other Wilderness cape sellers, TzHaar-Ket, TzHaar-Mej-Kah, Emerald Benedict, Magnus Gram and Kotahi;
  • Loading a preset is no longer possible while in combat outside safe zones, just like opening your bank;
  • Teleports, Alchemy, Superheat Item and Disassemble now work on the first click while a clue scroll or another window is open.