Upcoming updates

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Future update.png This article or section contains information about a scheduled future release or update.
As such, the information is subject to change. This article should consist only of facts included in official Jagex releases and not speculation.
Remember: The Old School RuneScape Wiki is not a crystal ball.
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The following is a list of upcoming updates, derived from official Jagex sources:

Official Jagex Sources for Old School RuneScape

Contents

Confirmed updates[edit | edit source]

Updates in this section have either passed a poll or have been otherwise officially confirmed.

Soul Wars - a comeback[edit | edit source]

In theory, Jagex could always attempt to reuse assets from previous backed-up versions of what we know today as RuneScape 3. In practice, they've started trying things out with the popular minigame called Soul Wars released back in 2009 for that version of Jagex's most precious gem.

The team went through great 'ideation days', resulting in creative experimentation that led them to intend to port over some of the assets previously used for what we've known as Soul Wars.

Through efforts, there's good news. They've managed to get hold of yesteryear's models and animations successfully (for introduction to Old School RuneScape). From this point, they still have to tweak code for the actual game to run flawlessly. However, the good chunk that's already been backported serves as a really good foundation to keep building on - and that's how they plan to make Soul Wars see the light of day in OSRS.

Their statement implied how this has been a rather challenging and ambitious project to be finished, yet certainly possible. They've informed us that the 'Wardens' are meant to be focused on finishing up this very project as of right now.

Also note that Soul Wars is getting tweaked, accordingly, so as to resolve many issues from yesteryear's version, so we can receive a smoother re-introduction. This implies that things like the Slayer aspect of the game have been removed. Moreover, even though current rewards seem similar to the original Soul Wars, there are some considerable changes and additions (see the latest official blog for full detail).

Great Kourend updates[edit | edit source]

Firstly, Mod West means to rearrange Arceuus and Lovakengj so as to match the rather recent reworks that other Kourend houses have received in order for them to feel more inclusive. This job has been assigned for early 2021.

Secondly, there's a sequel to the Kourend quest series also planned for early 2021, named 'A Kingdom Divided'. So far, it's been digested that its completion will unlock certain brand new Arceuus Spells.

Lastly, though not confirmed, Mod West once prototyped an Arceuus Spellbook rework which was initially intended to be polled but never was. Whether interest for that specific revamp persists is not an easy say, though it's still likely something will be done about it some time.

Combat Achievements[edit | edit source]

Initially presented at RuneFest 2019 as "PvM Achievement Diaries", this has been a project meant to feature really challenging tasks at the higher tiers, but perhaps cakewalk ones at the lower tiers.

Just like it sounds, this revolves around defeating monsters and bosses. This can involve using quite the specific gear under special or niche circumstances.

The concept is currently scheduled for implementation as soon as possible (during 2021).

Planned updates[edit | edit source]

Updates in this section have been revealed or widely accepted by the Old School Team and are very likely to be polled in the near future.

Equipment Rebalancing[edit | edit source]

It's been expressed how we all want to avoid powercreep and establish new gaps that make better sense regarding the game's pieces of equipment, in order to better balance ourselves around live and future content. There have not been any specific details just yet, but the changes will be soon broadly discussed.

The revisit of some Drop Tables[edit | edit source]

Some mods have stated that they're planning to review and rework those drop tables that are either too generous or too lacking. Notice that there's a precedent where some drop table changes went live unpolled because Jagex deemed them as necessary updates for balancing and 'integrity'.

At this time, there aren't any precise notifications about which tables are planned for change, but based on the past, it is popular items that might be looked into first and with more care than the rest, as an effort to aid both short and long-term economies.

Additionally, the team has been open to a few niche, yet fitting drops suggested by the community to be added to existing drop/loot tables, such as something as trivial as adding Feathers to the drop table of Seagulls.

Last but not least, discussions about the "rare drop table" have concluded that they'd like to make it so that RDT items act as tertiary drops, so that they no longer override regular drops (as they've always done since the release of OSRS).

Giant Bosses - continuation[edit | edit source]

There's plans to continue and finish the Giant Bosses series.

The Ice one could be added to F2P but the Fire one is still subject to discussion as to whether it would be available to F2P players or not, considering that there aren't any regular Fire giants in any of the F2P areas, therefore they'd need to be made available somewhere in the F2P servers, so that players can receive the key that would permit an entrance to the lair of the Fire Giant boss.

Clan System - overhaul[edit | edit source]

Although the engine has so far hindered this goal, at RuneFest 2019, the Runescape teams have expressed that they'll begin to work hard to overcome all the potential technical difficulties involved in the big task of reforming how clans work in OSRS. The goal is to make group/clan events much more immersive.

For such, they've aimed to offer the following features: new ranks and permissions, recruitment boards, noticeboards, clan-specific broadcast messages, more members capacity, the ability to join more than a channel at once, a clan-wide K/D counter, and the ability for a clan owner to abdicate their ownership to another player after they've been inactive for a certain period of time.

Group Ironman Mode[edit | edit source]

Announced at RuneFest 2019. A theorized new game mode that works just like regular Ironmen, but in group sizes of 2-5 players. See more details here.

Possible updates[edit | edit source]

Updates in this section have been discussed and received some sort of positive reception in Q&As or Social Media but there is no promise they will be offered, however, they are still likely to be polled or added in the near future.

(Engine) Interface scaling[edit | edit source]

Interface rescaling is a feature that has been discussed since the release of Resizable Mode. It was originally being worked on by Ian Gower during 2015, but has since then left Jagex, so the engine team would pick up from wherever he left off. No official ETA regarding this feature has ever been given.

Wilderness updates[edit | edit source]

Jagex has expressed how they envision better competitive systems specially designed for PvP.

This can lead to further reworking some aspects of Bounty Hunter for the not-so-far future. The main goal is to make the PvP scene consolidate as much as possible. That is, to overcome as much fragmentation as possible, so as to support uprising PvPers - be it through tutorials or new practice modes.

On the other hand, and although rather controversial, there's also been the vision to fully redesign the mechanics of all Wilderness bosses.

F2P gear improvements & additions[edit | edit source]

The OSRS team has expressed how they don't oppose revisiting some F2P gear.

Among the proposed improvements, there is enhancing the drop-chances of Skull sceptre pieces.

Removing the negative bonuses of the Shaman mask & Stronghold of Security boots was also debated.

The current members-only pieces of equipment, that have been considered for F2P addition, are the following:

Construction updates[edit | edit source]

Both J-mods and the community have expressed heavy interest in more Construction updates.

A) To start off, there have been requests for extra teleportation features for the POH. The popular ones have been:

1 - Adding a mounting stand for your Achievement Diary armoury set. Each piece that normally has the ability to teleport you, would also be capable to do so while mounted, similar to how the Cape hanger works with capes of accomplishment.

2 - There has also been discussion about potential mounted silver jewellery. This has also been requested as an add-on to the Jewellery Box, but since its interface is already very packed with other teleport options, it'd be much more likely for silver jewellery to be introduced as mountable furniture instead, if it were to come in some sort of way.

B) In another hand, there has been considerable empathy for new decorative furniture:

1 - Some new wall-kits and themes for your entire house could be introduced.

2 - Garden and Superior Garden hotspots might allow some extra decorative options for their trees & flowers, such as Fossil Island's mushrooms or Buchu leaves.

3 - There was also the idea of mounted Slayer Helms in the Achievement Gallery room (the helms could be taken back, similar to how the Cape Hanger works).

C) There's more ideas for earning Construction XP, although more passive, but outside the POH, that would involve some travelling and adventuring in order to earn this extra XP, these are:

1 - The concept of "buildable Agility shortcuts". These would be located all around the game-world, and would require the player to use the Construction tools to build them and permanently unlock them, all of them would be locked behind a certain Construction level to be constructed, and a certain Agility level to be used. Some places in the game already give hints of where some of these shortcuts could be located at, like that broken bridge located in northern Morytania, the bridge leads to a small island called "The Mausoleum", which actually features some small gravestones and not an actual a mausoleum. The island requires to be visited for a Medium Clue Scroll step, and the only current way of getting there is through the Experiment Cave.

2 - There has also been the supported idea of allowing players to repair some features or items all around the game-world, that look like they need so, this would be done by interacting with the game-world environment. A great example of this would be allowing players to reconstruct some parts of the town of Burgh de Rott or the statues that were lost during and after the Garden of Tranquillity quest (by using some Marble blocks), getting some Construction XP in return.

D) The introduction of Redwood planks (which could be used for training Construction in the old school way & bring in some stunning Redwood furniture).

Barbarian Assault - discouraging quitters & healer role review[edit | edit source]

A frequent frustration in Barbarian Assault is when a member of the 5-man party suddenly leaves with no signs of returning. There have been everlasting talks about how to solve this issue, but a proper solution on how to deter people from leaving their team before the last wave, has yet to been decided - though there are still very high chances of something being done on this regard.

In addition, some players have expressed frustration on the Healer role providing fewer points than the others, due to the points primarily being based on healing — something that does not occur much in the lower waves, if at all. The team has considered changing the formula to provide Healers fairer points.

Additional Desert carpet-riding travel options[edit | edit source]

There was a discussion that pointed out how players need to travel to Pollnivneach before being able to take a carpet ride to Sophanem, therefore, a petition was brought up asking to allow players to take a carpet ride to Sophanem directly from Nardah, (and also allow a vice-versa route). The mods seemed keen on updating this feature to add these new travel options.

Stored axes at Canoe stations[edit | edit source]

A suggestion about giving axes to the different canoe guides, around the River Lum, for them to store and save for you, was discussed and the mods stated that they can actually look into this feature to be added to the game.

Prospecting rocks - revision[edit | edit source]

Upon request, J-mods have discussed on stream that they could indeed rework the functionality of the "prospect" option found on the drop-down menu of rocks all over the game. They'd like to let players see any rock respawn-timer ticking, through this option, although they've said it might not be as quick of a change as one might think.

A quicker way to smith Cannonballs[edit | edit source]

A new manual/faster way to smith Cannonballs has been called-for quite a few times at this point, the team states that they're aware about how frequently this particular topic comes up and that they could look into how to go about such feature.

Skill Guides - more information to be added & uninterrupted overlay[edit | edit source]

Although skill guides aren't used as frequently by advanced players, they play a big role for newer or returning players. Thus why there's constant requests to update some outdated aspects.

Within the skill guides, there's more information that could be added, such as adding information about what the Skillcape perks are, the effects of potions within the Herblore guide, and the effects of 'special attacks' within the Combat guides. An example of a guide done right is the Construction one, since it tells you which materials are needed for everything.

On top of that, there's been a popular request asking to allow these overlays to stay opened when simultaneously doing some other in-game activity.

Overlay additions to the Map[edit | edit source]

Two things related to the world-map are always supported by the vast majority of players when brought up. Those are two different types of textual overlays which can turn out to be very useful: one kind would be placed over the Agility shortcut icons on the map to display the Agility level required for said shortcuts, the other kind would be placed around Fairy Ring icons and would display what the travel-code for said rings are.

The strengthening of some Bank features[edit | edit source]

Little misclicks could be quite disruptive and cause big annoyances within the bank interface. The mods have shared their empathy by suggesting they could add a confirmation pop-up when releasing a bunch of placeholders at once, and another one before collapsing an entire bank tab.

'Peek-all-worlds' feature[edit | edit source]

It can be frustrating when we have to constantly hop worlds in order to find an empty spot to execute some sort of PvM activity, only to keep stumbling upon busy worlds.

Hence Mod Kieren has proposed a solid solution for this: introducing a Peek-all-worlds feature to places that already have a Peek feature. Moreover, this feature was also discussed to apply to places that don't currently have the Peek feature, but really need something similar, like the Catacombs of Kourend. As a result, this would eliminate the necessity for constantly hopping worlds, in hopes that you'll eventually find what you're looking for.

Catacombs of Kourend - replacement of some foes[edit | edit source]

It has been brought up how some foes in the Catacombs seem to be out of place, and Jagex staff have said they could easily look into this. For instance, Cyclopes do not fit in thematically, it has been suggested that something like Zombies should take their place; King Sand Crabs could also be replaced with something else, perhaps more Dust devils since these seem to be in much more demand.

Spectate feature for the Chambers of Xeric[edit | edit source]

The Theatre of Blood has a spectate feature, but the CoX doesn't. Hence J-mods have discussed about adding the missing one, which could be, most likely, added to the same NPC that allows spectation over the ToB: Abigaila. Additionally, they could look into moving her to the Gypsy's hut at Varrock, in order to facilitate newer/unaware players bumping into her and, therefore, grating more chances of having these players spectate those raids, thus potentially raising their interest into them.

Fossil Island related updates/Bosses[edit | edit source]

Some additional access points might be added to Fossil Island itself, such as the minigame teleport being made available for the Volcanic Mine.

Ever since Bird houses have became a popular activity, adding Bird's eggs as a potential loot from these houses has been considered. These eggs are those that can be sacrificed for Prayer XP in the WC guild.

Another Fossil Island related update could be an underground Museum Boss, which would require the player to sacrifice X amount of Fossils to enter, other mechanics are unclear as of now, but there's strong consideration to put a boss there that works with fossils, so that fight with the boss wouldn't be always available. The team likes the concept of you needing to accumulate certain items (in this case, fossils) before getting into a boss lair, similar to how Skotizo or Giant Bosses work. However, there's also a Zygomite Boss idea that the team liked, it could also consume fossils to get into its lair, and kills done under a Zygomite slayer task might let the Slayer Helm's bonuses work. New rewards for either of these bosses are undefined as of now but could include a pet chance.

Extra uses for Slayer creatures' heads[edit | edit source]

The Slayer creatures' souvenirs (the Crawling Hand, Cockatrice, Basilisk, Kurask and Abyssal heads) could potentially be made exchangeable at a Slayer Master for extra Slayer points or for a bit of extra Slayer XP.

Additionally, mounted heads in the POH could also be made interchangeable, just how the Jar display works.

The Jar of Smoke[edit | edit source]

There's been numerous requests from the player base to add a new unique drop to the Thermonuclear Smoke Devil's drop table: the Jar of Smoke, which would be its own and corresponding drop in regard of the Jar variants. Currently, this is the only case where a Slayer boss doesn't have such drop included in its drop table. The mods seemed keen enough to change this.

"Eternal" Ring of Wealth[edit | edit source]

There has been some interesting discussion about following up the "Eternal Glory" trend with Dragonstone-based jewellery. There was some good reception for the particular idea of allowing players to sacrifice as many cut dragonstones as they want, into somewhere in the Wilderness, with a rare chance of receiving a "Ring of Eternal Wealth" while doing so. It would have the exact same teleports as a regular Ring of Wealth, but this one would, of course, have infinite charges.

A brand new "Utility ring" slot[edit | edit source]

Due to combat-focused rings (such as the Berserker ring) being much more useful than utility rings (such as the Ring of wealth), the community proposed a secondary ring slot for utility rings, allowing players to wear one combat ring and one utility ring at once.

Utility rings are those rings that usually give 0 stat bonuses, but can still trigger some sort of effect.

Jagex Moderators have shown strong support for the concept, but expressed that there's some ring combinations that might need to be restricted in order to prevent them from being too powerful and avoid "power creep".

Thammaron's Sceptre - rebalanced around its Melee and Range counterparts[edit | edit source]

Ever since the Revenants got some unique weaponry-drops added to their drop tables, the Magic variant seems to have been left behind and unbalanced compared to the Melee and Range counterparts. Whether an oversight or not, a little change to how the Sceptre works could step up its game to match the power of its counterparts.

The most commonly brought up and agreed upon change is to add a built-in spell to the Sceptre, it would consume some Ether and 1 Soul Rune per cast. Something else that could, potentially, be added to this weapon, is an unique and passive effect that would reduce the healing rate of the foes attacked, effectively making the Sceptre much more useful against foes like Scorpia, like it deserves to be.

The optimisation of the Telekinetic Grab spell[edit | edit source]

When you telegrab something, there's an aftermath of mandatory extra game ticks that count towards the telegrab spell itself, this puts you on a short wait status - that can be frustrating enough - until you can use the game ticks for something else. This has been discussed and some J-mods agreed on either getting rid of the delay or shortening it.

Revenants' cave - grave marker[edit | edit source]

This would be a grave marker that displays your Revenants killcount, proposed to be put just outside the Revenants caves' entrances, much like how this same idea is used for Demonic gorillas and Adamant & Rune dragons. The purpose for this is to serve as a replacement for the Revenants tracker, currently placed on the Slayer log, since Revenants are not exactly Slayer creatures, they're just a potential task.

Yetis of Arbjor (a new trio of bosses)[edit | edit source]

Due to the low amount of winter themed bosses in Old School RuneScape, a community-driven suggestion proposed three Yetis bosses in one single icy lair, located in some northern Fremennik area.

The mechanics for these bosses would encourage gear switching and/or role-switching within a team (like Dagannoth Kings), since the Yetis would turn on protection-prayers and they'd also use prayer rotations (like Demonic Gorillas). What's really different here is that Yetis would always maintain two prayers turned on at once, thus making it only possible to attack them with one single combat style at once. Not only that, but to ensure players constantly switch their gear, Yetis that are alive in the lair and not being hit often will slowly heal the rest of the Yetis until a successful hit lands on them.

The proposed unique drops were the Yetis' horns, that could be then attached to the Fremennik Helms, adding more combat bonuses to the helms, and possibly something attachable to the V's shield as well, boosting its stats and adding a damage-recoil effect to it and possibly, even Poisoning your opponent.

There's been general support to the current mechanics concept and rewards but the team seems open to further hearing about some extra possible drops.

Poisoned weapons - revision[edit | edit source]

With the high amount of poisoned weapons with different tiers, including poison, poison+ and poison++, many of which are not usually used and instead are popular tools for scamming, J-mods have shown interest in reworking their effects, such as making poison+ (not ++) reduce the opponent's combat stats, instead of Hitpoints.

Enchanted bolts - revision[edit | edit source]

Some enchanted versions of the bolts present in-game have been criticised as lacking. Jagex Moderators have said that they could rework the effects of some types of enchanted bolts. Additionally, they would like to allow enchanted bolts to work with the Dorgeshuun crossbow, as they currently do not.

Torag's set effect/hammers rework[edit | edit source]

Every so often the team discusses the revision of the Torag armour set effect, as it is often considered the weakest of the Barrows sets. However, there's no clear decision as to what would the current effect be replaced with, if something in this regards goes to the polls.

Changing Torag's hammers has also been discussed to be more unique, the requested changes include increasing their attack speed or providing two hitsplats every time they're meant to hit, to match with the animation hitting twice.

Maces' speed change[edit | edit source]

Some discussion and interest gauge have taken place regarding standard Maces (bronze to dragon) being too slow and needing a speed boost, from 5 to 6, due to their inferior stats to Scimitars and other weaponry. This would make them a more used and viable one-handed crush weapon in combat scenarios where the crush attack style is the most convenient.

Hatius Cosaintus' displacement[edit | edit source]

There have been numerous suggestions to move Hatius Cosaintus from Lumbridge to somewhere else and the team has been in accordance with this request. One idea has been to move him to the Duel Arena, where he would fit quite well and could give staking information to the players. If he's removed from Lumbridge, then the Lumbridge Guide or Gee could become the Lumbridge Diary Master.

Random events - revisit[edit | edit source]

The mods have faced numerous petitions for them to look into "Random Events". One of them was to bring back the dangerous Random Events, but to also allow players to select which kinds of Randoms Events they want to possibly get, including the 'none' and 'all' options. Another concept was to replenish players' run energy to 100% once any Random Event is completed.

Also, XP lamps that would reward the player with slightly better XP than the Genie's were proposed to be added to the rest of the events, as an incentive for completing them.

Lucky implings - revisit[edit | edit source]

The team has shown interest in revisiting the drop table of Lucky implings and did seem keen to improve it several times when brought up by the player-base. As of now, the issue seems to be that their loot will often roll into very bad items as the roll can land on anything that's part of the loot table of any Clue Scroll tier.

The main and generally accepted idea has been to remove the non-unique Clue items from their loot table.

More decorative rewards from Clue Scrolls[edit | edit source]

A) A suggestion to introduce "Gilded Gloves" floated around and was well-received. These would come from some high tier of clues and introducing them would complete the gilded set. Since the Gilded Platebody requires the same quest completion as the Rune Platebody to be worn (Dragon Slayer, in that case), wearing a pair of Gilded Gloves would also have to follow the same trend, that is, you'd only be eligible to wear Gilded Gloves if you're eligible to purchase Rune Gloves from the RFD chest.

B) Some of the J-mods liked the idea of adding a set of Ornament kits to turn the three powerful spirit shields, acquired through the Corporal Beast's sigils, into a more decorative variant without altering the stats, perhaps one kit for the regular spirit shield too. The kits would be introduced as rewards from a high tier of Clue reward caskets, as expected - perhaps from a future tier of clues that would be the sequel to Master Clues - although they haven't discussed a new tier of clues yet, but one can only imagine it would be the Grandmaster tier, if this was the case.

Completionist list[edit | edit source]

Upon request, some members of the team have opposed the idea of a completionist cape in Old School RuneScape, and so have many players. Mod Kieren then suggested that they could, instead, add a list that tracked all the small and big accomplishments in the game, possibly viewable in the Varrock Museum or the Player-owned house. So far, Mod Bruno has had the initiative to work on such list, and posted a tweet asking for feedback.

More categories on the Hiscores[edit | edit source]

The team would like to add more categories to the Hiscores. Though, since the release of Boss Hiscores, they've found the need to optimize the way their servers handle some heavy loads of page refreshes, so this ambitious idea is quite dependent on first solving the aforementioned issue.

The suggested categories include amounts of: Barbarian Assault's high-gambles, Castle Wars games, Herbiboar harvests, Farming Contracts completed and Brimstone, Grubby & Larran's chests opened.

A brand new skill[edit | edit source]

The appetite for a new skill has deemed "quite high" by Jagex themselves. After several surveys, they've determined reworking skills or new skilling content are on high demand. Hence, they've figured proposing a brand new skill would address several things at once while introducing some brand new game features.