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Alex

Dungeoneering Revamp Roadmap

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Hi.

 

I have no idea how long this revamp is going to take as it's a ton of work and other updates will still continue alongside it, so please be patient and i'll get it done as soon as I can :)

 

This post will be continuously updated until the revamp is complete. I'll post a reply from time to time letting you know it's been updated.

 

Map:

Complete

In progress

Not started

 

Things we're not planning to change/add

  • Puzzle rooms
    • Puzzle rooms were the most annoying part of dungeoneering when I trained it way back when. After asking a lot of people, they feel the same and would enjoy the skill significantly more if they weren't added.
  • Item binding
    • Binding is probably not going to be added. This would add so much more work and the main goal of this revamp right now is just to add more variety and make the skill feel like less of a grind.
      • There is an alternative to upgrading your gear that we will be adding (read the 'Goals' section).
  • Complexities
    • There will only be one dungeon complexity, the difficulty of the dungeon will scale to your parties dungeoneering + combat levels.

 

Goals / Improvements

  • Improve party management and dungeon entry
    • Add the ring of kinship alongside party creating.
  • Make dungeons diverse (different every time)
    • Have a randomly generated map in every new dungeon.
      • Make the size of your party change the overall dungeon size.
    • Have several skilling rooms (the doors to progress to the next room may require you to 'cut x logs' or 'fish x fish' from the spots in the room. Every player in your party will be able to fish from the spot required, but the experience gained from the spot will scale to your current level in the skill + dungeoneering level.)
      • Base code to check if room discovered is skilling room.
        • Fishing
          • Find the tiles spots need to spawn at + spawn them.
          • Spots that spawn dependant on player who discovers the rooms' fishing level.
          • To progress through undiscovered rooms in the dungeon, make doors require you to fish x fish as a party.
        • Cooking
          • Allow fish obtained from fishing to be cooked.
        • Firemaking
          • Allow fires to be made with logs obtained from woodcutting.
        • Runecrafting
          • This may be added but not before initial release of the revamp as it will take significantly more time than the other skills.
        • Woodcutting
          • Find the tiles trees need to spawn at + spawn them.
          • Trees that spawn dependant on player who discovers the rooms' woodcutting level.
          • To progress through undiscovered rooms in the dungeon, make doors require you to cut x logs as a party.
    • Have 1 boss room per dungeon with the original dungeoneering bosses, the boss that spawns will be random. The bosses that are currently confirmed to be added are below. (These bosses won't have the same combat script as they originally did, they'll be changed and be unique too) - The boss difficulty will scale to the difficulty of the dungeon.
      • Base code to check if room discovered is boss room + spawn the boss.
      • Boss level dependant on party's total Dungeoneering Level.
      • Killing boss triggers dungeon to end.
        • Animations / Definitions
          • Gluttonous behemoth

          • Luminescent icefiend

          • Tok'ash the bloodchiller

          • Bulwark beast

          • Unholy cursebearer

          • Night-gazer khighorahk

          • Necrolord

          • Astea frostweb

        • Defensive + Offensive stats
          • Gluttonous behemoth

          • Luminescent icefiend

          • Tok'ash the bloodchiller

          • Bulwark beast

          • Unholy cursebearer

          • Night-gazer khighorahk

          • Necrolord

          • Astea frostweb

        • Combat scripts
          • Gluttonous behemoth

          • Luminescent icefiend

          • Tok'ash the bloodchiller

          • Bulwark beast

          • Unholy cursebearer

          • Night-gazer khighorahk

          • Necrolord

          • Astea frostweb

        • Balancing

          • Gluttonous behemoth

          • Luminescent icefiend

          • Tok'ash the bloodchiller

          • Bulwark beast

          • Unholy cursebearer

          • Night-gazer khighorahk

          • Necrolord

          • Astea frostweb

    • NPCs spawn occasionally while traversing dungeon (discovering rooms).

  • Improve the execution from original dungeoneering
    • Make dungeons fully pre-load before entering so you don't receive a long 'Loading please wait' screen when opening each new door.
    • Make dungeon generating more simple, instead of generating the dungeon with tons of different paths that you have to run back and forth from (EG. 4 rooms would be much more likely to spawn in a row leading to the boss room, whereas a dead end would be more likely to finish after opening 1-2 doors. This means less running and it's faster overall to complete dungeons).
  • Let the player upgrade their own gear and decide what items they'd like to buy to traverse dungeons
    • Add presets (similar to binding)
      • You'll be able to talk to the dungeoneering npc to set your default loadout, or change it there and then (melee, range and mage will be the preset options). You'll start with low tier armour/weapons in these sets aswell as the lowest tier of food and potions. These can be upgraded via the upgrade store.
        • Preset loading
          • Melee
          • Range
          • Mage
            • Give the runes needed to cast the best spell at the current level if using magic.
            • Automatically set the spell to autocast.
        • Interface for choosing default + changing preset
          • Interface can be opened by talking to smuggler
          • Interface is opened the first time you enter daemonheim so you can choose your loadout - everytime after, your default preset will be loaded.
    • When completing skilling doors / finishing dungeons, you'll be awarded some dungeoneering points to spend in the store.
      • The amount of points you receive will be based on dungeon difficulty & your game mode. (Meaning on easy you'll get them significantly faster as your xp rate is significantly higher)
    • Add the shop to buy the gear / items.
      • Add the interface to buy the upgrades
        • Items that will be in the shop:
          • Armour upgrade scroll (upgrades your armour to the next tier)
          • Weapon upgrade scroll (upgrades your weapons to the next tier - you'll receive all possible weapons for that tier when choosing the loadout)
          • Food upgrade scroll (upgrades the food you start the dungeon with)
          • Potion upgrade scroll (start out with higher quality potions - the first tier is regular strength / attack / defence, the second tier supers, the third tier extremes and the final tier overloads)
          • Brew/Restore scroll (start out with 1 saradomin brew and 1 super restore)
  • Improve dungeoneering rewards
    • Bonecrusher / Herbicide / Other similar items
      • Ability to add to toolbelt / toggle the effect in the quest tab.
    • New rewards
      • Add a new tier 80 armour set
        • You'll be able to add 'charges' to all of these items, which will give each armour piece better stats while charged. The charges will be given via 'demonic energy' that you'll be able to buy for dungeoneering tokens. 2 energies will give the item 1 charge, or if you have the charge befriender perk, 1 energy will give the item 1 charge; along with 5,000 gold per charge. You'll be able to 'uncharge' the item, returning the energies back to you, but not returning the gold.
        • This armour, while uncharged, will be roughly on par with elite torva, but will not have as good defensive stats. While charged, it will be better than fire torva and slightly less powerful than tier 90 gear (effectively tier 85).
          • Tetsu
            • Inventory icons
            • Shop / price
            • Item stats
            • Imbued item stats
          • Death lotus
            • Inventory icons
            • Shop / price
            • Item stats
            • Imbued item stats
          • Sea singer
            • Inventory icons
            • Shop / price
            • Item stats
            • Imbued item stats
    • Improve / add unique effects to chaotic weapons + off-hands.
    • Add the effects to every dungeoneering reward (that they're supposed to have - many haven't been coded).
      • The following rewards won't be added as they wouldn't be used by players so it'd be wasted dev time:
        • Law staff
        • Longbow sight
        • Amulet of zealots
        • Spirit cape
        • Nature staff
        • Anti-poison totem
        • Scroll of renewal
      • The following rewards will be added:
        • Herbicide
          • Instead of receiving certain herb drops from monsters, you may choose for this item to corrode and destroy them. This provides you with 2x the herblore XP you would have gained for cleaning them.
        • Scroll of life
          • When unlocked, the player will have a permanent 10% chance of recieving the seed back when harvesting farming patches (works on all fruit tree, regular tree and herb patches).
        • Scroll of cleansing
          • When unlocked, the player will have a permanent 10% chance of creating a potion slightly faster and saving the secondary item completely.
        • Scroll of efficiency
          • When unlocked, the player will have a chance of retaining a bar when smithing an item that requires 3 or more bars to smith. Chances of retaining a bar:
            • 50% for bronze
            • 25% for iron
            • 20% for steel
            • 10% for mithril
            • 7.5% for adamant
            • 5% for rune
        • Scroll of rigour
          • Allows you to unlock the rigour prayer
        • Scroll of augury
          • Allows you to unlock the augury prayer
  • Known issues
    • Magic spellbook doesn't work.
      • Autocasting
      • Create gatestone
        • If you have a gatestone on the ground, you'll receive a dialogue asking if you want to remove it and create a new one.
      • Gatestone teleport
      • Group gatestone teleport
      • Group gatestone portal
    • Several smuggles allow you to get items outside dungeoneering.
      • If you somehow manage to get outside dungeoneering with any items with the 'obtained from dungeoneering' flag on them, the items will be removed from your account, and you'll be sent back to daemonheim.
    • Rooms sometimes spawn with indents in the walls, causing you to get stuck in the wall if you go through the door.
    • Woodcutting nodes sometimes spawn on the incorrect tiles and are 'nulled' (can't cut them).
    • Killing gluttonous behemoth doesn't trigger the dungeon to end.
    • Doors sometimes spawn on only one side of a wall (when two should spawn). This normally occurs when the boss room spawns directly to the west of the spawn room. This won't be fixed by release but is known. Example:
      • h0ov9Nd.png image.png.1340945519aff21efa26567a4b791b06.png

 

Please let me know what you think of the changes below :)

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Progress slowed down a lot as there were a lot of really annoying bugs that made it hard to continue working on the revamp. Thankfully these are all fixed now :)

  • Leaving / completing the dungeon no longer 'desyncs' your character from the world outside of daemonheim. (Desync meaning you'd click to walk to one tile, but the game would think you walked to a different tile).
  • Boss npcs are now correctly assigned as 'guardians' (this allows the dungeon to end after the 'guardian' dies).
  • Several issues fixed with how npcs were spawning, and every wall is now correctly 'clipped' so you can't attack npcs through the walls.
  • Dungeons no longer have a chance to 'fail to load'.
  • Disbanding a party as the leader / completing a dungeon no longer causes the party to null preventing rejoining.

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  • Improve dungeoneering rewards
    • Bonecrusher / Herbicide / Other similar items
      • Ability to add to toolbelt / toggle the effect in the quest tab.
    • New rewards
      • Add a new tier 80 armour set
        • You'll be able to add 'charges' to all of these items, which will give each armour piece better stats while charged. The charges will be given via 'demonic energy' that you'll be able to buy for dungeoneering tokens. 2 energies will give the item 1 charge, or if you have the charge befriender perk, 1 energy will give the item 1 charge; along with 5,000 gold per charge. You'll be able to 'uncharge' the item, returning the energies back to you, but not returning the gold.
        • This armour, while uncharged, will be roughly on par with elite torva, but will not have as good defensive stats. While charged, it will be better than fire torva and slightly less powerful than tier 90 gear (effectively tier 85).
          • Tetsu
            • Inventory icons
            • Shop / price
            • Item stats
            • Imbued item stats
          • Death lotus
            • Inventory icons
            • Shop / price
            • Item stats
            • Imbued item stats
          • Sea singer
            • Inventory icons
            • Shop / price
            • Item stats
            • Imbued item stats
    • Improve / add unique effects to chaotic weapons + off-hands.
    • Add the effects to every dungeoneering reward (that they're supposed to have - many haven't been coded).
      • The following rewards won't be added as they wouldn't be used by players so it'd be wasted dev time:
        • Law staff
        • Longbow sight
        • Amulet of zealots
        • Spirit cape
        • Nature staff
        • Anti-poison totem
        • Scroll of renewal
      • The following rewards will be added:
        • Herbicide
          • Instead of receiving certain herb drops from monsters, you may choose for this item to corrode and destroy them. This provides you with 2x the herblore XP you would have gained for cleaning them.
        • Scroll of life
          • When unlocked, the player will have a permanent 10% chance of recieving the seed back when harvesting farming patches (works on all fruit tree, regular tree and herb patches).
        • Scroll of cleansing
          • When unlocked, the player will have a permanent 10% chance of creating a potion slightly faster and saving the secondary item completely.
        • Scroll of efficiency
          • When unlocked, the player will have a chance of retaining a bar when smithing an item that requires 3 or more bars to smith. Chances of retaining a bar:
            • 50% for bronze
            • 25% for iron
            • 20% for steel
            • 10% for mithril
            • 7.5% for adamant
            • 5% for rune
        • Scroll of rigour
          • Allows you to unlock the rigour prayer
        • Scroll of augury
          • Allows you to unlock the augury prayer

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    • Improve dungeoneering rewards Bonecrusher / Herbicide / Other similar items Ability to add to toolbelt / toggle the effect in the quest tab. New rewards Add a new tier 80 armour set You'll be able to add 'charges' to all of these items, which will give each armour piece better stats while charged. The charges will be given via 'demonic energy' that you'll be able to buy for dungeoneering tokens. 2 energies will give the item 1 charge, or if you have the charge befriender perk, 1 energy will give the item 1 charge; along with 5,000 gold per charge. You'll be able to 'uncharge' the item, returning the energies back to you, but not returning the gold. This armour, while uncharged, will be roughly on par with elite torva, but will not have as good defensive stats. While charged, it will be better than fire torva and slightly less powerful than tier 90 gear (effectively tier 85). Tetsu Inventory icons Shop / price Item stats Imbued item stats Death lotus Inventory icons Shop / price Item stats Imbued item stats Sea singer Inventory icons Shop / price Item stats Imbued item stats Improve / add unique effects to chaotic weapons + off-hands. Add the effects to every dungeoneering reward (that they're supposed to have - many haven't been coded). The following rewards won't be added as they wouldn't be used by players so it'd be wasted dev time: Law staff Longbow sight Amulet of zealots Spirit cape Nature staff Anti-poison totem Scroll of renewal The following rewards will be added: Herbicide Instead of receiving certain herb drops from monsters, you may choose for this item to corrode and destroy them. This provides you with 2x the herblore XP you would have gained for cleaning them. Scroll of life When unlocked, the player will have a permanent 10% chance of recieving the seed back when harvesting farming patches (works on all fruit tree, regular tree and herb patches). Scroll of cleansing When unlocked, the player will have a permanent 10% chance of creating a potion slightly faster and saving the secondary item completely. Scroll of efficiency When unlocked, the player will have a chance of retaining a bar when smithing an item that requires 3 or more bars to smith. Chances of retaining a bar: 50% for bronze 25% for iron 20% for steel 10% for mithril 7.5% for adamant 5% for rune Scroll of rigour Allows you to unlock the rigour prayer Scroll of augury Allows you to unlock the augury prayer
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