Wilderness Boss Rework – Issues and Hotfixes

Issues and Hotfixes

Last UpdatedIssues RaisedCurrent ProgressStatus
13:30 GMT – January 25thVoidwaker pieces aren’t showing up on the Grand Exchange.We released a Coldfix later today to correct this issue.Complete
13:30 GMT – January 25thObtaining the Broken Dragon Pickaxe from the Volcanic Mine isn’t updating the Collection Log.Players should now correctly unlock the Pickaxe in the Collection Log. Anyone that still has the broken pickaxe will be able to re-log and it will be added to the Collection Log.

Unfortunately, anyone that has already fixed the pickaxe will not have it unlocked via the Log.
Complete
13:30 GMT – January 25thPlayers have suggested loot from the bosses isn’t given to many people.There was a bug with the number of players that would receive loot from the bosses meaning only 5 players would be receiving loot, in quantities intended for 15 players. We’ve released a hotfix to correct this issue and change the number from 5 to 15.Complete
January 27thPlayers report losing their entrance fee when dying in PvP combat outside of the boss lairs/escape caves.We’re happy to look into changing this. At present, if combat breaks out in the boss lairs or escape caves, dying in that combat will lose your entry fee. This functions differently to the Revenant Caves since the boss lairs and escape caves are much smaller, meaning you’re significantly less likely to die inside than you are outside and the fee functioning this way is beneficial to combat disruptive behaviour. We’re happy to look in to changing this if needed.Ongoing
January 27thSome players feel as though the ‘stall’ from the animation played when falling into a boss lair takes too long and can be disruptive in PvP scenarios.The stall is intentional due to the falling animation, so that it looks a little more natural when you enter a boss lair. We appreciate the impact it can have on gameplay, especially when in combat with another player and are discussing what changes we could make.Ongoing
January 27thPlayers tackling Venenatis in large groups report that her scaling damage component (where she hits harder for every Spiderling alive in the lair) is perhaps a little too destructive.We’re discussing how we might be able to ease up on how frequently Venenatis rolls high damage.

At present, Spiderlings increase Venenatis’ max hit by scaling up an additional damage component on top of her base damage.This additional component has its maximum value increased by the Spiderlings, and will roll between 0 and max. Meaning if the maximum possible damage is 70, damage will roll from 0-70. This value is then capped at 30. So any damage roll between 30 and 70 will be capped at a 30, resulting in a lot of 30s…

We’d like to change this a little so that we cap the damage first and then roll between 0 and the capped max. Venenatis would still hit hard if you’re ignoring her offspring, but there would be a lot more variance than getting whacked for continuous 30s.
Ongoing
January 27thSome players feel the rate at which Venenatis’ Web attack drains Energy is extremely punishing.We’re exploring ways to make the Energy drain a little less frustrating. An easy ‘fix’ could be for us to reduce the drain rate significantly if you’re under the effects of a Stamina potion. Discussions as to exactly how we’d like to tackle this are ongoing, with the hope for a change to come with next week’s game update.Ongoing
January 27thSome players report that the ‘scaling’ components (e.g. Calvar’ion’s Lightning attack) of some encounters can be used by groups of players to secure kills in single-plus boss lairs.We’re exploring ways we can adjust the cap on the number of players these mechanics scale with to tone this down in the near future.Ongoing
January 27thIron players report that it’s easy to lose out on kills if somebody else enters one of Calvar’ion, Artio or Spindel’s lair and recoils damage to the boss.We’re looking into adjustments we can make to prevent griefing (either intentional or unintentional) from impacting Iron players like this. The single-plus bosses being able to attack multiple players is intended and adds an extra dynamic to PvP fights that break out inside boss lairs, but we’d like players who put the time in to secure kill credit.

We’re aware of similar concerns about griefing for Iron players inside the Kalphite Queen’s lair also. While our focus for now is on tweaking the reworked Wilderness bosses and getting the content into a healthy place long-term, we hope to be able to address these concerns at the Kalphite Queen in the future – especially with many of you stepping back in to this bug-ridden burrow in the hopes of obtaining a Dragon Pickaxe.
Ongoing
January 27thPlayers feel the regular loot from the multi-combat bosses is underwhelming.It’s been a while since we’ve released new content in the Wilderness like this, and as we have less data to help inform our design decisions, we’ve intentionally been overly cautious with the loot from these bosses.

Simply put, we’re much more comfortable making incremental changes, monitoring the data to see the impact, and then making further adjustments we feel are necessary until the content is in a good spot.

While the value of uniques means groups looking to split can find some success, we want to make sure players feel consistently rewarded for their efforts (and their risk!) in the long-term.

Now that we’ve had chance to analyse some of the data, we’re looking to make some changes. So, today we’ve made the following changes for Callisto, Vet’ion and Venenatis:Increased base loot quantity.Reduced the maximum number of players eligible for loot from 15 to 10, allowing for better loot distribution overall.Increased the amount of loot given for minimum contribution.
We’ll continue to monitor the bosses over the next few days and make further adjustments if we feel they are necessary.
Ongoing