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Livid farm improvements:
Make the produce from the produce pile spawn more frequently.
Increase the cap of livid plants you can have from 10 to 100.
I think it spawns...once every three rounds? I'm fairly certain it was balanced to work that way, but yeah perhaps it could be increased to twice every five or something. Then again, they've done a lot of updates to LF recently to increase produce point output. Hm, tricky.
I don't know what you mean by the second point; the plants don't stack, nor do the bundles, and the piles only hold ten per spawn.
Bizarre Boron Fusswell, scryer extraordinaire.
OSRS: POH ideas
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RS3 minigames
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achievement ideas
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Perhaps you're half right; perhaps we can't win. But we can fight.
You can only have 10 livid plants at once. I would like it buffed to 100 so it can be slightly more efficient. Livid farm is not afk and with these changes it would still be very slow. I believe some afk skilling methods will be nerfed in the future with the M@S rework. This would make livid farm a more viable option.
I need my blue charms back.
Hello. I found something out about the face mask(Just called Face Mask). You can't recolor it when you keepsake it. I seen various people complain about this. I was planning on dying it.
Original message details are unavailable.
You can only have 10 livid plants at once. I would like it buffed to 100 so it can be slightly more efficient. Livid farm is not afk and with these changes it would still be very slow. I believe some afk skilling methods will be nerfed in the future with the M@S rework. This would make livid farm a more viable option.
All right, I suppose, if they're made stackable. Will add.
Original message details are unavailable.
Hello. I found something out about the face mask(Just called Face Mask). You can't recolor it when you keepsake it. I seen various people complain about this. I was planning on dying it.
Added! Though you might be better off submitting a bug report.
This is really nitpicky, and isn't a bug or anything that is detrimental, but I couldn't help but notice it whilst firemaking. The flavour text on corrupted magic logs says "Magic logs seeped in corruption", which is grammatically incorrect. It should probably say "Magic logs steeped in corruption" instead.
You can remove the 'Allow a rope to be hung permanently into the Genie's chasm west of Nardah.' entry, as you can enter the cave now without a rope at all
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This is really nitpicky, and isn't a bug or anything that is detrimental, but I couldn't help but notice it whilst firemaking. The flavour text on corrupted magic logs says "Magic logs seeped in corruption", which is grammatically incorrect. It should probably say "Magic logs steeped in corruption" instead.
Nope, past participle of to seep is seeped - implication would be it being so full of corruption that it literally is dripping
Improvements:
Tooltip
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(F2P) QoL v2
Quick Fixes:
Invention
26-Feb-2018 07:21:54
- Last edited on
26-Feb-2018 15:12:28
by
Rikornak
Original message details are unavailable.
You can remove the 'Allow a rope to be hung permanently into the Genie's chasm west of Nardah.' entry, as you can enter the cave now without a rope at all
Original message details are unavailable.
This is really nitpicky, and isn't a bug or anything that is detrimental, but I couldn't help but notice it whilst firemaking. The flavour text on corrupted magic logs says "Magic logs seeped in corruption", which is grammatically incorrect. It should probably say "Magic logs steeped in corruption" instead.
Nope, past participle of to seep is seeped - implication would be it being so full of corruption that it literally is dripping
All right, will remove. Though I have no idea why they removed the rope requirement completely rather than just making the rope attachment permanent...
Yeah, I would have prefered a hung rope as well, but I guess we can kill now snakes for the city quest without a rope at least
Also got a few new suggestions:
- Restore the original stats of the (superior) reefwalker capes again: 152 armour and 300 health for the regular, 207 armour and 400 health for the superior. The thing is - in terms of offensive stats this thing sucks (the superior is worse than a plain skill cape, which is okay as it is a defensive cape), but its defensive values are too low to compensate for this (I wouldn't have called the capes grandious pre-nerf, but they certainly had their niche). As the cape degrades it needs to have something for which it really is awesome.
- Allow the new elemental battlestaff to be upgraded to a mystic and limitless variant. It is too awesome to remain stuck at tier 30
- I guess (elite) ranger boots could be renamed to (elite) Robin Hood boots, they're obviously part of this 'set' now
Improvements:
Tooltip
/
(F2P) QoL v2
Quick Fixes:
Invention
28-Feb-2018 07:48:08
- Last edited on
01-Mar-2018 07:03:11
by
Rikornak
What would you think about attaching one to a limitless staff (those are also new tier 82 degrading upgrades of mystic staves) and create a necrolord one?
Improvements:
Tooltip
/
(F2P) QoL v2
Quick Fixes:
Invention