2009scape-website/updates/_posts/2023-08-30-More-bugfixes-in-Gielinor.html

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---
title: More bugfixes in Gielinor
tags: news
layout: newspost
date: 2023-08-30 00:00:00 +0000
authors: ryannathans
excerpt: "Some more bugs have been squashed in Gielinor..."
modtype: "Lead Developer"
avatar: avatar8fa9.gif
---
<p>Greetings Explorers</p>
<p>There have been some more changes in Gielinor:</p>
<ul>
<li>Fixed performance issue where entities could have multiple movement operations running at a time</li>
<li>Deep wilderness threats now continue at next login if present when logging out<br />
Decreased brawler gloves and PvP gear drop rate from ordinary deep wilderness NPCs (does not apply to revenants or chaos elemental)<br />
Brawler gloves and PvP gear drops from ordinary deep wilderness NPCs now require at least 100k high alchemy risk (does not apply to revenants or chaos elemental)</li>
<li>Corrected some inauthenticities in the script processor<br />
<br />
Soft queued scripts no longer remove weak scripts<br />
Soft queued scripts now delay logout until processed</li>
<li>Fixed issue where eating/firemaking/decanting replaced item from incorrect inventory slot<br />
Corrected potion decanting and bank pin interface sounds</li>
<li>Fixed visual issue when displaying female characters in tutorial island's character customisation</li>
<li>Implemented applying weapon poison to crossbow bolts and Morrigan's javelins</li>
<li>Ring of the Star Sprite teleport no longer gives a wilderness warning for bounty hunter star (as it's not in the wilderness zone and has a bank available)</li>
<li>Rewrote blast furnace</li>
<li>Construction improvements<br />
<br />
Relaxed constraint on room rotation to allow for blind walls<br />
Prevent the room snapping into a different rotation than the one specified</li>
<li>Implemented special attacks for Morrigan's throwing axes and javelins</li>
<li>Fixed weapon interface and attack animations on Vesta's longsword</li>
<li>Corrected banshee drop table<br />
Added requirements to some heraldic (construction) equipment</li>
<li>Audio refactor continued<br />
<br />
Implemented admin audio command ::audio audioId loops[optional]<br />
Implemented admin globalaudio command ::globalaudio audioId radius playername (plays from that players location) or can be used by coords ::globalaudio audioId radius x y z<br />
Refactored the following sounds:<br />
Tribal totem quest Cromperty teleport (fixed looping)<br />
Vinesweeper tool leprechaun teleport sound (Corrected this sound so it does not loop 10 times)<br />
Antifire and poision immunity 30 seconds remaining tick tock sounds and sound of the potions expiring (Fixed it so it plays the correct number of tick tocks)<br />
Sound when summoning a familiar (All familiars were using the summon unicorn sound. It is now defaulted to the normal summoning sound instead of the unicorn summon sound. All familiars on first summon have a their own sounds that will need to be implemented later)<br />
Door and gate sounds<br />
Bank interface sounds<br />
Unicorn stallion special move sound<br />
Agility pyramid rolling block sounds<br />
Prayer book sounds<br />
Lunar stat spy<br />
Hunter falconry<br />
Picking items in a field like potatoes<br />
Ectophial teleport and refill<br />
Summoning pouch creation and renewing points<br />
Runecrafting at altar sound<br />
Making finished and unfinished potions<br />
Cutting gems<br />
Entering giant mole area<br />
Praying at an altar<br />
Warriors guild animator sounds<br />
Chiseling limestone<br />
Spirit wolf special move sound<br />
Telegrab spell sound<br />
Glassblowing sound<br />
Strong of security opening reward chest creaking sound<br />
Butterfly net sound<br />
Desert rug travel rise and descend sound<br />
Enchanting bolts<br />
Woodcutting tree falling and chopping sound<br />
Hunter setting up dismantling traps and pitfall sounds<br />
Explorers ring run energy restore sound<br />
Farming: Raking, adding compost to patch, picking from fruit trees, seed dibb, using plant cure on patch, opening/closing/adding to/from compost bin<br />
Mage training arena alchemy spell sounds<br />
Breaking bones to peaches/bananas tab sound<br />
Casting silver sickle bloom<br />
Entrana magic door teleport<br />
Cabbage teleport<br />
Teleother cast sound<br />
Fairy ring teleport sound<br />
Lunar vengeance spells<br />
Running out of prayer sound<br />
Lunar (non teleport) spells<br />
Super heat and bones to bananas normal spell book sounds<br />
Equip/unequip item sound<br />
Revenant combat sounds<br />
Herb cleaning sound<br />
Emptying buckets/bowls/jugs of water<br />
Making cannonballs at a furnace<br />
Digging with a spade<br />
Peer the seer fremmenik trials challenge: heating items on the range<br />
Blessing a spirit shield at a POH altar<br />
ContentAPI function stun sound<br />
Picking up items off the ground<br />
Eating food sound<br />
Cooking and intentionally burning food<br />
Drinking a potion<br />
Warriors guild catapult<br />
Pulling wilderness teleport levers<br />
Offering bones on a POH altar<br />
Slashing spider webs in Varrock sewers<br />
Entering POH portal teleport sound<br />
GE exchanging item set sound<br />
Jumping wilderness ditch<br />
Dragon axe special<br />
Digging up a farming patch<br />
Lunar heal spells<br />
Chaos elemental projectile impact sounds<br />
Mounted glory teleport<br />
Lunar share and boost potion spell<br />
Dwarf multi cannon setup, rotate, and firing sounds<br />
NPC attacking sound<br />
Enchanted bolt effect combat sound</li>
<li>Pets no longer count as summoning for split combat level calculation</li>
<li>Antipoison effects now trigger for the correct durations</li>
<li>Fixed (for real) Jeremy missing in Fight Arena</li>
<li>Fixed bug in fight quest where Jeremy was teleported incorrectly</li>
</ul>