Grab your Axes and get ready to dive into the newest 110 Skills! Woodcutting & Fletching. Going live Monday December 9th.
Read all about it here - https://secure.runescape.com/m=news/a=13/110-woodcutting--fletching--firemaking---new-skilling-update
#110 Woodcutting & Fletching (& Firemaking) - New Skilling Update coming Dec 9th
164 messages · Page 1 of 1 (latest)
If I already have an Imcando Hatchet augmented with gizmos installed, will they transfer over when making the new Hatchet of not Earth and Song?
Historically this has been the case for these types of upgrades
Noice
Oh yes.. I'm happy that trees will still be deplete and will get cut down, unlike mining rocks
Active players > mechanic > 'short' boost ❤️
Do elder trees share this tree timer mechanic?
"However, Martial weaponry can only be worked on at a Fletching workbench, as it must be deposited into the supply depot at the workbench. Logs required for creating and upgrading weapons can be drawn directly from the log box, which can now be filled with noted logs for convenience."
So is this log box the wood box that we know of to store the logs? Or is it similar to how the Smithing ore bank interface is?
so why not give all trees these mechanics and was suprised other ore types wernt used to allow for lvls to match useagew lvl 81 flethcign for rune darts but can use at 50 ranged?
crafting components from pvm for masterwork weaponary not mention on purpose?
great bolg for the update
it was explained in the original rce post about 110s. the objective is the reward space between 99-110
prior levels will be looked at, but they are outside the 110 scope
For these new trees, we’ve reimagined Woodcutting’s mechanics to address common pain points in the skill. so we release this update to improve a pain point but youve got to suffer for 13m xp first
again
jagex logic
that was outlined in the very first blog
all or nothing mentality is very unproductive
i mean adressing the core mechanic of wc to all tress shoudlve been a big focus imo
i get why its done this way but seems a bit silly at the same time
will MW bow be chargebow or normal short/longbow?
Info on the MW Bow seems pretty slim tbh
Looks very good! Nice to be able to dive into this update over the festive season
I thought the same, but maybe let the player base test it first and see how they react etc.
But giving skills different mechanics is something I believe that would be nice
not a chargebow, you need ammo
@fallen iris love the new mechanic is there a timeframe we might see it added to pre 99
nah i wish but it's a gamejam project atm and those are never guaranteed
was hoping it was done in gamejam also tell the higher ups it really should happen haha
:c
trying our best to get it on a schedule
crossing all my limbs
lol
oh.. must hurt
i mean my toes are already crossed due to haivng my mothers feet might asewll cross the rest of it hah
I think the new names for the hatchets are stellar and memorable
glad they took our feedback on the names
Ember and Glade and Bloom and Blight are both similar to the other skill tools while making them unique to WC
Outside of the scope of this update, but similarly related, are there Eternal Magic seeds being dropped? We already have 120 farming so could be easily integrated (hopefully)
Holy, this looks like a MASSIVE update. Way bigger than 110 Mining/Smithing. Kudos Breezy!
Still think it should also be added to the xmas event with 110 fm that on the 25th we get to burn down santas hut
then make 110 con next year & we rebuild it np
Interesting that with this update bringing WC into parity with Mining tool-wise, it leaves Archaeology (which of course was 120 to begin with) “missing” the necromantic upgrade to the t90 crystal+imcando tool
anyone know if theres gonna be any changes to sana's fyrtorch and nature's sentinel outfit or are the gonna remain the same?
why would they change?
the 7% success chance on outfit
I had the same feeling, it looks nice
I first thought the eternal trees would be on top of eagles peak, so on the mountains, but they are placed close to each other north of it 😮
If I'm right from the vid
Just gotta add you to the naughty list real fast…
Am I correct in assuming the new mechanics only effect 100-110? All the other trees still behave the same and fletching level is still grossly mismatched?
What will the components be?
You say suffer. I say best skill in the game. Nothing beat coming home to cutting yews at edgeville
@fallen iris would the elder trees be getting the tree timer update too?
that will be from the gamejam, this only for eternal magics trees atm
why are the reqs for making the top tier fletching stuff comparativly higher than their mining/smithing counterparts
I'm wondering this as well. Are we going to get a new place to store logs? I would certainly apprecate a few extra bank spaces!
I'm sure this has been asked 100 times, but has it been confirmed that fletching pre 99 is being untouched? Such as fleteching (u) for ironman?
the scope of the 110 projects is 99-110
the stuff before 99 isn't being touched by these projects but through game jams and other instances when devs have availability to work on it
Just making sure, people are doomsaying in game telling people to use up their logs before the nerfs
the article for this has a really good description of what all is coming out on monday
definitely worth reading- even if your fletch level isn't quite there yet
That's what I told them lol just wanted to reach out and see if its been confirmed
some really cool stuff!
so did that whole change proposed with the different tiers of shafts get scrapped (e.g. rune arrows needing Acadia Arrow shafts) because i didnt see any mention of that kind stuff in the post
unknown atm, mod breezy and mod stu will probably discuss this near the next gamejam i guess
but its most likely not included in the update on monday right?
no.
Content is between 100 to 110 woodcutting, fletching and firemaking skills.
F2P will get teak, more maple and acadia trees added on monday. F2p will also get woodboxes upto acadia.
Well, it sounds highly part of pre-99, and it's already known barely anything pre-99 is happening.
ok thanks, was just making sure my stash of headless arrows wasnt gonna suddenly become only usable with bronze
correct
Primal arrows or elder god arrows, it's in the blog
Not for now, it's something we did test out in gamejam though, would love to get the mechanics onto the rest of the skills in a future update
When the time comes we'll discuss it more with players, so far it's just a gamejam project
Thanks. Hope to see this roll out soon
I also wonder if we're going to get a new necklace from the enchanted birds' nests. New hero item, maybe?
While I agree that crystallize on mahogany being the best xp makes no sense. I don't think nerfing the method really addresses the problem. The actual problem being that higher level trees are generally just not worth chopping. It would feel better if xp rates were looked at for all trees so it would feel better to chop the best tree you can for the best xp at each stage.
are the orikalkum-elder rune additions post 99 content then?
Do you mean the hatchets? Those have been said to fill the existing gaps in core tiers.
Very excited for this update!
Looks really good 🙂 lots of content packed into one update.
Loving just about everything about this update. Excited for the new hatchets (including the lower levels!), and thanks for taking our feedback with the names.
- The new mechanics sound great, with good things for both active players and afk. I really like how they feel thematic to WC and not just carbon-copy of Mining * (e.g. trees still felling, the side of the tree to chop for the buff).
- The lore of having Iaia tree cultivation on Gielinor is a clever fit and really heartwarming, glad to see both a sensible feel to it and a positive development story-wise.
- The "burial" of the weapons is great, and the fluff of donating them to the armies gives it a unique and cool feel.
- Simplification/QoL updates for ammo are nice to have.
- Thanks for taking your time to get the MW weapon buffs right. I'm ok with waiting for quality. A delay lasts for a while, but content lasts forever, so it's great to slow down and get it right.
A few detractions:
- Odd that you can't wield the Mark 1-4 versions of the bows. Also, shouldn't the base be Mark 1? That's how that number system normally works.
- Disappointed that the Masterwork bow requires so many other skills. I'm glad it doesn't take 99 in all of them, but compared to the MW sword, it makes Fletching feel weird or less unique. Still love the idea of MW weapons, and looking forward to the update on the buff(s).
@fallen iris for the fletching workbench, will the mk versions have a similar mechanic like heat for smithing when upgrading the bow or is it upgraded instantly?
@fallen iris If we have a crystal hatchet on our toolbelt, will be able to remove it to make the new hatchet or will we have to make a new crystal hatchet?
Hatchets should be updated to match pickaxes and mattocks in regard to the toolbelt, so one should be able to remove hatchets from the toolbelt normally soon.
Blog post literally says we will be able to remove hatchets from the toolbelt
@fallen iris , the imcando hatchet with the crystal hatchet, to make the new hatchet of Ember and Glade, do you know if we can use our augmented Incando hatchet or do we have to increase it to lvl 15 to be able to take out the perks, so then we can use it to fuse with crystal hatchet?
👎🏽 not enough content to be worth calling it a skill expansion.
is this a side effort to make the fletching cleaner and gate rewards valued?
RuneScape Wiki
The Ranging Guild is located just east of Hemenster and southwest of the Seers' Village lodestone. Level 40 Ranged is required to enter, though this can be boosted. The guild contains an archery competition and several shops, along with a tanner. Using this tanner is impractical however, given the distance from a bank. A combat bracelet can be u...
well there's gonna be a fletching bench
they made a video
For the most part this update looks great, but the changes to crystallise and light form are WAY too disruptive. Changing XP bonuses from 50% and 87.5% to 20% and 40% respectively, more than halving the XP provided, is a HUGE impact to players. A more reasonable change would have been 40% and 70% (roughly a 20% decrease, which is still quite sizeable)
I feel like a broken record saying this, Jagex, but you need to stop making MASSIVE changes. Make small, incremental changes over time and give players a chance to adjust. Even better, give more of a heads-up for a modification this big.
I very much doubt that the new hatchets will offset the XP gains you've taken away by this adjustment. I get the reasoning for making it - yes, it will encourage training on higher level trees, but unless the new hatchets increase XP by the amount of XP lost by this change, the whole skill has been debuffed massively to the point that I'd be better off using lamps on it.
I believe I saw it stated that it would work like the pickaxe and mattock — if one of them is augmented then the augmentation (xp and any installed gizmos) will be carried over. If both are augmented you’ll be asked to choose which augmentation to preserve and which to discard.
what time will the update go live?
around 11am-2pm game time
functions like every tool upgrade where you can pick which augments to carry over
yeah there's a "stamina"/progress bar
Yes! YES!!
Mechanics are nice! Active players get chance for a boost..! ❤️
Can’t wait for the update!
I just hope it won’t be like the Mining & Smithing rework, if that ever happens to WC and some others gathering skills. Where the rock won’t deplete. Makes not 100% sense to me personally 🙂
having the concept of staying ‘alive’ when you focus on the mechanic (sparkles, ..) and make it deplete slower is something more logical. A resource that depletes like most things still in the game makes more sense to me.
😄 goodluck everyone
We're now launching this week's RuneScape game update, we're aiming to reboot at 11:15 game time (03:15 PST / 22:15 AEDT)
Do we know if they will have the citadel stuff done properly with time for woodcutting and firemaking exp and resources scaling? As well as the mining and smithing resource scaling properly?
Tipping bolts now has a stack make limit of 20 to be consistent with tipping arrows and darts.
^ please invert this logic. Expand arrows and darts to x60 acts
unless the quantity per act is extremely higher, with much more xp completed
lol 1st?
@fallen iris forgot to ask the other day is the dragon hatchet still better than a t60 smithable hatchet if not augmented ?
yeah
@fallen iris why wasn't the citadel resource scaling fixed for smith and mining. I don't see it in patch notes.
Why do ppl buy it lol
it should be
Happy to see snow imps are allowed into the Christmas hub
I'll check real quick. I made note of what amounts I was getting pre update.
it it written somewhere how to get the new hatchets?
Lack of critical thinking
shame that augmented imcando doesn't work
how do you get the new attuned moonstone?
are we going back to the dudes under ice mountain?
Going to be closing this thread up in 20 minutes. Please use this week’s thread on the update #1315634598272569375
Woodcutting pre update (99)
6.48 resources 692 exp
Woodcutting post update (103)
6.48 resources 789 exp
Firemaking pre update (99)
6.48 resources 411 exp
Firemaking post update (110)
6.48 resources 560 exp
Mining pre update (110)
3.36 resources 255 exp
Mining post update (110)
4.2 resources 255 exp
Smithing pre update (109)
3.36 resources 833 exp
Smithing post update (109)
4.2 resources 833 exp
It would seem for Mining and smithing the resources scaling was fixed
Woodcutting and firemaking the exp scaling is done correct but did not do the resources scaling correctly. Which is mind boggling since they fixed the Mining and smithing resources scaling.
@fallen iris
Both tests were done using the same boost i already had (made sure to let pulse core boost run out for post update test)
i asked Stu and he said that doesn't sound right as it's all using the same functions
can i ask you to sanity check that once again, and let me know please?
This was pre update
103 woodcutting currently at 45.36 resources
After 1 action I'm at 51.48 resources. Difference of 6.48
Same as pre update
113 firemakimg currently at 25.92 resources
After 1 action I'm at 32.40 resources difference of 6.48
Same as pre update
Exp for both skills have increased though
I do have to head to work. Should I put in a bug report in game before I leave or?
Thanks for checking that, no all good, i'll note it down for the team to investigate
How to get the tensile vine?? It's been 2 grown idol, and I still don't have it. What am I missing?
Sounds good. As citadel manager for the clan I'm in, I try to stay on top of citadel related stuff
it's a random drop, keep going
Have a great day
thanks for the fast answer
and you!
Does tensile Vine drop from ethernal magic tree?
no, they're from overgrown idols
ill check it thanks
is there any blm on the idols like we had with the shooting star?
yeah there should be
is it from center or any vine?
saw one drop from a vine
do we need to use t90 hatchet to get it ? or we can get with imcando too
What items are needed for masterwork bow?
Why would be need to have all the woodcutting spirits??
That you need to cut all the logs 100 times ... fine .. ok
why in combination with spirits??
Scabarite cave so hot right now
(Willow and Teak spirits)
Once you talk to Ramarno about it I believe any hatchet will work
You will need the new hatchet made in order to do that though
i even didnt know that we have to talk with ramarno to be able to get vine 😦 here i am chopping for half hour lol
I made that mistake when the new pickaxe came out
Mined at fallen stars for a while before I knew I needed to speak to him
most ridiculous requirement that you need to chop them with the wood spirits
instead of just the log itself
wait a second ,
Jager doesn't want people to get something highly valuable quick and easy otherwise it'll feel less rewarding without the hard work put into it