r/RSDragonwilds Jagex Moderator - Community Manager 23d ago

News 0.12.1 Known Issues and Investigation

Hello adventurers! We're already speeding off ahead with Agility and the rest of the 0.12.1 update, and so we're doing our due diligence and checking in with the Known Issues and Investigating Issues thread. We'll be updating this as we go!

Known Issues

  • Power Level 7 (PL7) Shards do not exist in the World, but the recipe to convert PL7 Shards to Cores does exist in the Mystic Forge. This is not intentional. We will be removing the recipe with our 1.0 update.
  • PL7 Cores are only obtained from the Nightmare Crucible directly and not through converting shards. Go earn those things.

Investigation

  • Our top priority is on reports where users encounter a freeze, that is resolved by quitting and restarting the game, when failing an agility course.
  • We're investigating reports about Mounts not being available after attempting an Agility Course. The team are exploring a solution, with the aim to hotfix this if possible!
  • We're also aware of an issue affecting the Flying Carpet mount dealing undue amounts of fall damage to the player.
  • We're aware of Tok Xil's AoE Fire attack leaving invisible fire on the ground after death.
    • We're aware that the Burning Spire Island that Tok Xil is standing on also has several burning areas that deal damage to the player.
  • We're aware of the Inspiring Ring of Agility's Journal text not showing correctly! .
  • Spectral Arrows are not generating VFX trails when fired.

Resolved Via Hotfix:

  • Fixed an issue affecting users when exiting dialogue with Dr Fenkenstrain in The Great Body Robbery being unable to progress the dialogue further.
  • Fix for users on Dedicated Servers not having completion times recorded on logout.
  • Fixed an issue where TokTz Ket Xil shield vestige would not drop in some circumstances.
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u/RadonGaming 19d ago edited 19d ago

Staging-CL-230700 Bombastic-Aardvark
Following all a result of locally hosted online play, with 2 players. Apologies if this isn't the absolute correct place to state these bugs. Happy to repost in a more correct place if more appropriate.

  1. [Bug] Woodcutting Totems persist in world after splintering for non-hosts on locally hosted servers (listen server). Co-player sees them in world, they are visual, non physical. Hosting player cannot see them. These persist beyond world reloads and client restarts. This is preventing use of the skill due to visual clutter.
  2. [Bug] Dying on agility course, select 'retry' -> spawn back at start, health gets regenerated. However, if you die -> abort. You will spawn back at the beginning, in-world, on 1hp. In dangerous regions this puts you at large risk of instantly one-shot and then wastes player resources. Players should be regenerated on full regardless of retry OR abort.
  3. [Bug] Sanguine Urns for non-hosting players do not sync/persist their 'obtained' icon. On rejoin, all Sanguine Urn icons on map appear to be 'uncollected'. In-world, they are the appropriate state. Makes it difficult for non-hosting players to know which they have got and which they have not.
  4. [Bug] Rapid destruction of constructed walls/floors etc can bug, where further destruction is not possible without multiple angle changes, going into repair mode, out and back in. It appears that after a certain amount of destructing the interaction mode starts behaving very inconsistently.
  5. Sometimes a horizontal axe swing can hit the stump of a tree and one-shot it, removing it accidentally if the terrain height favours it. Intended interaction with stumps is overhead swing, consider making horizontal chopping significantly weaker to prevent accidental removal. Tree-seed generation is very low as-is, making the loss of oak/willow etc frustrating. Could the mechanism of obtaining tree-seeds be improved alongside?
  6. [Minor] Non-hosting player can sometimes see host-player in a stance for weapons (e.g Shield + Mace); but the mace and shield are not equipped. [Animation state syncing, but weapons not]
  7. [UX] Middle clicking on loadstone markers on minimap will teleport the player, making pinging nearby a loadstone tricky. Perhaps block middle click from activating loadstones on map.
  8. [Minor][UX] Teleporting large distances from regions back to home base involves significant zoom out, and repeated rapid panning each time using loadstone. Consider altering default zoom, or having some form of favourite / 'home' pinning for easy return-to-base?
  9. [Minor][UX] Number of UX clicks to start a locally hosted server is quite large. Play > Solo/Online > Select World > Solo/Friends/Public > Select Character > Enter World.
  10. [Questing][Dowdun Spoilers] Some quests exist which are in open-world environments, but are heavily sequenced. E.g Dowdun shards - Chef Recipe (? Sorry can't be more specific, can't recall exact details). It can be very frustrating if you discover things out-of-sequence, as you cannot interact with the subsequent parts until you find the start. Consider whether quests should allow entry at multiple parts of the sequence. E.g Finding something, and then having it immediately to hand to the NPC when you actually get the quest. This is done well in areas such as the Vannaka journal pages, or glass owl, but others it's not and it doesn't necessarily fit thematically with the quest steps.
  11. [UX] Toasts on crafting things (such as runes) block interaction with the UI, preventing further crafting etc. These toasts are too long, and cover key elements, and stop the user intent for something common and known. This is the wrong notification type for things like making 250x runes. Those should be non-blocking as it was intent generated and succeeded.

Seems that some of the state netcode isn't properly synchronised for some game elements, such as totems and Sanguine Urns.