This is sick, I must try it out later!
We have noticed a lot of inconsistent behaviour recently with the way that larger NPCs work in N/W directions vs S/E. It's something we've chosen to not fix for the time being (it's the kind of change that would randomly break 100 different metas and minigames), but it would be nice to fix for some things - gargoyles are similarly annoying.
What about just making the models slightly smaller? Is the size the issue causing these problems?
The size of an NPC is defined in tiles (goblin is 1x1, kurask is 3x3), but their aggro range measured from their south-west tile. So nothing to do with the model, just some bad maths that's been around for a long time.
The guilt I feel when the other guy at the slayer task says "yo" on the same tick I teleport
interesting, they must have changed line of sight logic as recently stealing artifacts broke
You'd think those two issues would be related huh...
Anyway, the PVP issue is fixed now and the Stealing Artifacts one will be fixed next week.
Haha, I didn't think players would be seeing these notes.
Back when I was working out the golem in Camdozaal years ago, my first draft resembled a roast chicken, which I promptly roasted myself for.
Hmm... Legs
Amazing model, it's so recognisable. Need me a parts list!
It adds an extra layer where you don't just need to do everything yourself, but you need to learn the quickest ways to get the items you need, like the nearest knife spawn to a teleport, quickest way to get decent food, and so on. It also means you need to be ruthless in what you drop or decide not to keep, and especially towards the end-game you need to get really really picky. You can't switch between activities too easily, you're best just committing to whatever your current goal is without distraction. 10/10 good game mode.
Internally, a menu option is called an "op". This is an unpopular op in onion.
This is such a great plugin idea, and like all the comments say there's so many possibilities. Fake players, NPCs with routines, I love the ones sat at pub, they could have conversations or even hint towards quests or give tips when you walk nearby. Looking forward to see where this goes :)
Crafting recipe on this page: https://terraria.fandom.com/wiki/Terra\_Blade
I love this and refuse to fix it
Where did this update come from? not that it's a bad one, but it's out of nowhere. did the engine team stumble upon the color system while combing through the spaghetti for Sailing and had some fun?
Pretty much
That menu looks REALLY weird without the cancel button there, trust me it's important
Is it safe to say what the other ladder was now?
Hah sure! It wasn't a ladder - it was a script that despawns the Slagalith when you leave the boss area (but the boss despawns on its own after a while anyway).
From the FAQ on the recent blog:
The waves and rocking boats will be toggleable. They add a bit of immersion to the demo, but we don't want players getting sea sick in real life! We can also look at other techniques to help this, such as zooming the camera out further when controlling a boat, or making the render distance much smaller when walking around in your boat.
In particular, I think watching the outer world move around your screen while focusing on a large static boat in the center of your screen may be nauseating for some, so we will need to put some focus into options that mitigate that effect.
Read moreThis will be fixed in the coming weeks, was an unintentional side effect of an update to the game's UI filtering. At the very least, chat should be easier to read!
If you really really can't stand it, in the meantime, you can change the filtering mode by typing '::uiquality 0' or '::uiquality 2' in the chat (0 looks worse, and 2 uses more CPU).
We did it reddit
This (understandably) comes up often and it would be a huge quality-of-life update to fix this across the game. Unfortunately it's not super simple, but the reasons that OSRS is the way it is are quite interesting.
The original philosophy of RuneScape's engine and scripting language was "write once, run everywhere", maybe taking some inspiration from Java. In the context of RS though, this means that a developer would write their game scripts once, and not need to worry about intricacies of a networked game (like whether Player A's client showed something different to Player B's client, or latency issues if server-side scripts need to hand over to client-side scripts). The earliest versions of RuneScape 2 had virtually zero gameplay code running on your game client; it would simply receive and display updates from the game server, and send inputs back. This was true not just for in-world gameplay, but also for menus and interfaces.
So, all game scripts originally ran on the server, ...
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