QUOTE (Patch Notes 17/03/09)
The following small fixes and adjustments have now been made to the game. If you spot any further bugs in-game, please use the Bug Report feature ('Submit a Bug Report' under the 'Help' drop-down menu of the website).
Graphical
* The dragon axe animations have been updated.
* Locations and NPCs should stop disappearing for a split second, such as the archery targets in Lumbridge.
* We have fixed an issue with a cutscene in While Guthix Sleeps.
* Pikkupstix is a little livelier when he's standing around.
* The floor in player-owned houses should no longer interfere with players’ feet.
* A few more interfaces have been converted to a new and improved format.
* The TzHaar pit entrance has been restored to its former glory.
* The Kudos interface should no longer be hidden by the minimap in High Detail mode.
* The Third Age shield's border will no longer render through .
* The height-mapping around Canafis bank has been evened out, due to subsidence.
* Lighting fires in certain areas of Dorgesh Kaan should no longer remove the roof above.
* Several locations in Mos Le'Harmless have had render issues removed.
* The boulder in Olaf's cave now correctly animates when rolling the correct way.
* Oldak's lightning machine no longer clips through the ceiling.
* A render issue has been fixed in the Varrock Sewers.
* A dry stone wall now better resembles a dry stone wall, and has fewer gaps.
* The Digsite pendant now has the correct teleport animation associated with it.
Quest
* An NPC involved in the Grand Tree quest can now fight properly.
* We have removed a discrepancy with the King's Ransom starting requirements.
* Prison Pete's chat now correctly refers to the door you need to unlock, rather than the old series of doors.
* Some of the scenery in Back to my Roots has been updated and animated in the boss fight.
* The Fremmenik Isles quest requires 40 Agility, and correctly enforces this requirement where necessary.
* We have ensured that the checks for the In Search of Myreque quest handle players in all situations.
* Some of the dialogue in Meeting History has been adjusted to make slightly more sense.
* We have fixed an issue in the Myths of the White Lands quest when sliding around in a cutscene.
* The Rocking Out quest’s final cutscene has been slightly adjusted to improve the graphics and general behaviour.
* The Summoning requirement for While Guthix Sleeps has been clarified and should definitely be 23.
Minigames
* The Fishing Trawler will now allow you to bank your fish rewards directly.
* The doors in the Castle Wars entrance area are now open by default.
* The Barbarian Assault fighter hat should no longer make male heads disappear in Low Detail.
* The water effect was missed from an area near Pest Control.
* We have made sure the minimap in Puro-Puro is still hidden, as was intended.
* We have fixed an arithmetic error in the PvP world code.
* Treasure Trail boxes are now destroyed on drop, but provide information about where to re-obtain them.
Miscellaneous
* The Party Room is now a familiar-free area.
* You can no longer have a familiar near the Grand Exchange.
* The Party Room chest now has a bank pin.
* Several items have had their market price reverted to what they were before the RWT fixes (while relaxing a restriction on the market price). The shop price will also be more consistent with player values of the item.
* Gnomes will now drop certain gnome cuisine items.
* Various NPCs around Lumbridge will occasionally drop grapes.
* Spirit trees will now give information regarding the next evil tree spawn.
* The god familiars (Zamorak hawk, etc) will now provide the same protection as god-related items while in God Wars.
* Typos and grammatical errors have been fixed in a few places.
* You should be able to store the Hallowe'en warlock outfit in your player-owned house. The costume room code was also reworked slightly.
* The sound for the Home Teleport spell correctly stops if you interrupt its casting.
* A pillar in Pollnivneach dungeon now blocks Ranged attacks.
* An issue has been fixed with trying to summon a familiar if you don't have one.
* We have updated some checks for when players are in costumes.
* The code that checks the Defence and Ranged requirements for items has been made more consistent.
* Tormented demons should now be considered demons by the Darklight weapon.
* We have updated some combat code for various Ranged items and some more unusual weapons like mud pies.
* Black spears were wrongly requiring an Attack level of 10 rather than Ranged to wield them.
* Dagon’hai robes are no longer allowed on Entrana.
* You will now have to wait a few seconds after combat before you can use emotes.
* Some item text is now clearer on the Grand Exchange expert interfaces.
* The player-owned house god banners have been moved together in the Construction guide, and the Guthix symbol now matches the correct colours (from green to red).
* The Statue of Saradomin in player-owned houses were slightly too tall for the room.
* You should now gain Crafting xp when the pyrelord familiar crafts gold bars into jewellery.
* Sacred and volatile pickaxes have been added to the Mining skill guide.
* We have adjusted the message you get when you run out of Prayer Points.
* The hints to penguin locations have been adjusted slightly, to help you catch the penguins in more cases.
* Zaff will now be more flexible when you're trying to request battlestaves.
Graphical
* The dragon axe animations have been updated.
* Locations and NPCs should stop disappearing for a split second, such as the archery targets in Lumbridge.
* We have fixed an issue with a cutscene in While Guthix Sleeps.
* Pikkupstix is a little livelier when he's standing around.
* The floor in player-owned houses should no longer interfere with players’ feet.
* A few more interfaces have been converted to a new and improved format.
* The TzHaar pit entrance has been restored to its former glory.
* The Kudos interface should no longer be hidden by the minimap in High Detail mode.
* The Third Age shield's border will no longer render through .
* The height-mapping around Canafis bank has been evened out, due to subsidence.
* Lighting fires in certain areas of Dorgesh Kaan should no longer remove the roof above.
* Several locations in Mos Le'Harmless have had render issues removed.
* The boulder in Olaf's cave now correctly animates when rolling the correct way.
* Oldak's lightning machine no longer clips through the ceiling.
* A render issue has been fixed in the Varrock Sewers.
* A dry stone wall now better resembles a dry stone wall, and has fewer gaps.
* The Digsite pendant now has the correct teleport animation associated with it.
Quest
* An NPC involved in the Grand Tree quest can now fight properly.
* We have removed a discrepancy with the King's Ransom starting requirements.
* Prison Pete's chat now correctly refers to the door you need to unlock, rather than the old series of doors.
* Some of the scenery in Back to my Roots has been updated and animated in the boss fight.
* The Fremmenik Isles quest requires 40 Agility, and correctly enforces this requirement where necessary.
* We have ensured that the checks for the In Search of Myreque quest handle players in all situations.
* Some of the dialogue in Meeting History has been adjusted to make slightly more sense.
* We have fixed an issue in the Myths of the White Lands quest when sliding around in a cutscene.
* The Rocking Out quest’s final cutscene has been slightly adjusted to improve the graphics and general behaviour.
* The Summoning requirement for While Guthix Sleeps has been clarified and should definitely be 23.
Minigames
* The Fishing Trawler will now allow you to bank your fish rewards directly.
* The doors in the Castle Wars entrance area are now open by default.
* The Barbarian Assault fighter hat should no longer make male heads disappear in Low Detail.
* The water effect was missed from an area near Pest Control.
* We have made sure the minimap in Puro-Puro is still hidden, as was intended.
* We have fixed an arithmetic error in the PvP world code.
* Treasure Trail boxes are now destroyed on drop, but provide information about where to re-obtain them.
Miscellaneous
* The Party Room is now a familiar-free area.
* You can no longer have a familiar near the Grand Exchange.
* The Party Room chest now has a bank pin.
* Several items have had their market price reverted to what they were before the RWT fixes (while relaxing a restriction on the market price). The shop price will also be more consistent with player values of the item.
* Gnomes will now drop certain gnome cuisine items.
* Various NPCs around Lumbridge will occasionally drop grapes.
* Spirit trees will now give information regarding the next evil tree spawn.
* The god familiars (Zamorak hawk, etc) will now provide the same protection as god-related items while in God Wars.
* Typos and grammatical errors have been fixed in a few places.
* You should be able to store the Hallowe'en warlock outfit in your player-owned house. The costume room code was also reworked slightly.
* The sound for the Home Teleport spell correctly stops if you interrupt its casting.
* A pillar in Pollnivneach dungeon now blocks Ranged attacks.
* An issue has been fixed with trying to summon a familiar if you don't have one.
* We have updated some checks for when players are in costumes.
* The code that checks the Defence and Ranged requirements for items has been made more consistent.
* Tormented demons should now be considered demons by the Darklight weapon.
* We have updated some combat code for various Ranged items and some more unusual weapons like mud pies.
* Black spears were wrongly requiring an Attack level of 10 rather than Ranged to wield them.
* Dagon’hai robes are no longer allowed on Entrana.
* You will now have to wait a few seconds after combat before you can use emotes.
* Some item text is now clearer on the Grand Exchange expert interfaces.
* The player-owned house god banners have been moved together in the Construction guide, and the Guthix symbol now matches the correct colours (from green to red).
* The Statue of Saradomin in player-owned houses were slightly too tall for the room.
* You should now gain Crafting xp when the pyrelord familiar crafts gold bars into jewellery.
* Sacred and volatile pickaxes have been added to the Mining skill guide.
* We have adjusted the message you get when you run out of Prayer Points.
* The hints to penguin locations have been adjusted slightly, to help you catch the penguins in more cases.
* Zaff will now be more flexible when you're trying to request battlestaves.
QUOTE (17th March 2009 - Route-finding Update)
In this week’s update, we’ve implemented an extremely frequently-requested improvement to route-finding. This should particularly improve the playability of the game in laggy situations.
For a long time (well, forever really) it has been the case that when you click to move somewhere, your character would occasionally run in the wrong direction for a few steps before turning around and going to the point you actually selected. Fixing this has been a popular request for a long time. It might sound like a simple task, but in fact it was very difficult, which is why we hadn’t managed it until now.
To fix the problem we have had to move the route-finding calculation onto our servers, so that the route is always calculated from the correct spot. However, before we could do that we had to upgrade all of our servers to be able to handle the extra computations required! We’ve finally made this investment, and have been able to update the route-finding accordingly.
We think this is a great example of a small change which should make a big difference to how the game feels to play.
Mod Michael
Game Engine Developer
For a long time (well, forever really) it has been the case that when you click to move somewhere, your character would occasionally run in the wrong direction for a few steps before turning around and going to the point you actually selected. Fixing this has been a popular request for a long time. It might sound like a simple task, but in fact it was very difficult, which is why we hadn’t managed it until now.
To fix the problem we have had to move the route-finding calculation onto our servers, so that the route is always calculated from the correct spot. However, before we could do that we had to upgrade all of our servers to be able to handle the extra computations required! We’ve finally made this investment, and have been able to update the route-finding accordingly.
We think this is a great example of a small change which should make a big difference to how the game feels to play.
Mod Michael
Game Engine Developer
QUOTE (17th March 2009 - The Chosen Commander)
Ever since Dorgesh-Kaan made contact with the surface, the cave goblin adventurer Zanik has helped to defend the city from Sigmund's villainous plots. Now Zanik has disappeared, her fate and whereabouts unknown, and Dorgesh-Kaan is more vulnerable than ever.
Captain Undak of the Dorgeshuun guard is responsible for the city's defences, and he needs your help to investigate a possible HAM attack - but this will only be the start of your adventure. The mystery of Zanik's disappearance will be resolved, and the truth behind a goblin prophecy will be revealed, as events move inexorably towards the realisation of Zanik's destiny. Your adventures will include the discovery of a new Agility course, learning more about the history of the Dorgeshuun, and uncovering the plots of the Big High War God.
The Chosen Commander is the conclusion of a quest series that began with The Lost Tribe. I've had enormous fun working on this storyline over the last few years, and I've tried to give what I think are the best elements of the previous quests a final outing here. I hope you enjoy it.
Mod John A
RuneScape Content Developer
Summary:
Where to start The Chosen Commander:
Speak to Captain Undak in Dorgesh-Kaan.
Requirements to complete The Chosen Commander:
Level 46 Agility
Level 46 Strength
Level 46 Thieving
Must have completed Land of the Goblins
Must be able to defeat several foes up to level 125
To be reminded of what’s happened so far in this quest series, start the quest and then log in to the QuestHelp system – you’ll find a complete summary of all the earlier quests, from The Lost Tribe to Land of the Goblins.
To go along with the quest we're releasing a new Knowledge Base article, History of the Goblins, which is in the Miscellaneous Guides section of the Knowledge Base. We're also releasing a developer forum post looking back over the quest series, which can be found in the forums under Recent Updates. If you enjoy the goblin quests you may also want to read the newest Lores and Histories story, The Chasm of Lights.
In Other News...
To mark the end of the Dorgeshuun quest series, we’re releasing a limited-edition zip-up hoodie on the Jagex store. It’s a limited run of only 2,000, so click here to get yours now!
If you’re logged in to RuneScape and navigate away from the game screen, you will now have to click on a confirmation box to confirm that you want to navigate away from the page. This is to make sure that you don’t accidentally lose your game window.
We've made a couple of changes to the party room due to concerns about abuse by real-world traders. Firstly, drop parties are now available only on two worlds (131 and 152). Secondly, players must now enter their bank PIN (if they have one) before putting items into the drop chest. We're sorry we have to do this, but we can't let real-world traders ruin the party.
We've added a wave-counter interface that will pop up at the start of each round in the TzHaar fight caves. This means you should now find it much easier to track which wave you're on.
Male ogres have been graphically reworked and improved to bring them in line with the recently-updated female ogres. They look tougher and stronger than ever, but don't worry; they're still not the smartest creatures around!
Players will no longer increase their drop-value potential on PvP worlds if they repeatedly cast the basic strike spells.
We've reduced the likelihood of your getting Random Events if you're burning incense in your house, or if you're in building mode. We've also reduced the likelihood that you’ll get Random Events in the Chaos Tunnels and on the Dorgesh-Kaan agility course.
Email registration for new accounts is now optional, although we would still advise you to enter your email address when registering, so that we can help you if you need to recover your password.
Captain Undak of the Dorgeshuun guard is responsible for the city's defences, and he needs your help to investigate a possible HAM attack - but this will only be the start of your adventure. The mystery of Zanik's disappearance will be resolved, and the truth behind a goblin prophecy will be revealed, as events move inexorably towards the realisation of Zanik's destiny. Your adventures will include the discovery of a new Agility course, learning more about the history of the Dorgeshuun, and uncovering the plots of the Big High War God.
The Chosen Commander is the conclusion of a quest series that began with The Lost Tribe. I've had enormous fun working on this storyline over the last few years, and I've tried to give what I think are the best elements of the previous quests a final outing here. I hope you enjoy it.
Mod John A
RuneScape Content Developer
Summary:
Where to start The Chosen Commander:
Speak to Captain Undak in Dorgesh-Kaan.
Requirements to complete The Chosen Commander:
Level 46 Agility
Level 46 Strength
Level 46 Thieving
Must have completed Land of the Goblins
Must be able to defeat several foes up to level 125
To be reminded of what’s happened so far in this quest series, start the quest and then log in to the QuestHelp system – you’ll find a complete summary of all the earlier quests, from The Lost Tribe to Land of the Goblins.
To go along with the quest we're releasing a new Knowledge Base article, History of the Goblins, which is in the Miscellaneous Guides section of the Knowledge Base. We're also releasing a developer forum post looking back over the quest series, which can be found in the forums under Recent Updates. If you enjoy the goblin quests you may also want to read the newest Lores and Histories story, The Chasm of Lights.
In Other News...
To mark the end of the Dorgeshuun quest series, we’re releasing a limited-edition zip-up hoodie on the Jagex store. It’s a limited run of only 2,000, so click here to get yours now!
If you’re logged in to RuneScape and navigate away from the game screen, you will now have to click on a confirmation box to confirm that you want to navigate away from the page. This is to make sure that you don’t accidentally lose your game window.
We've made a couple of changes to the party room due to concerns about abuse by real-world traders. Firstly, drop parties are now available only on two worlds (131 and 152). Secondly, players must now enter their bank PIN (if they have one) before putting items into the drop chest. We're sorry we have to do this, but we can't let real-world traders ruin the party.
We've added a wave-counter interface that will pop up at the start of each round in the TzHaar fight caves. This means you should now find it much easier to track which wave you're on.
Male ogres have been graphically reworked and improved to bring them in line with the recently-updated female ogres. They look tougher and stronger than ever, but don't worry; they're still not the smartest creatures around!
Players will no longer increase their drop-value potential on PvP worlds if they repeatedly cast the basic strike spells.
We've reduced the likelihood of your getting Random Events if you're burning incense in your house, or if you're in building mode. We've also reduced the likelihood that you’ll get Random Events in the Chaos Tunnels and on the Dorgesh-Kaan agility course.
Email registration for new accounts is now optional, although we would still advise you to enter your email address when registering, so that we can help you if you need to recover your password.
New hoodie:
Quick find code: 13-14-626-58537133
SPOILER alert. This article assumes you've played The Lost Tribe and Death to the Dorgeshuun.
The goblin quests: characters Quick find code: 15-16-681-58537124
Article saved below:
SPOILER alert. This article assumes you've played The Lost Tribe and Death to the Dorgeshuun.
The release of The Chosen Commander is the first time we've concluded a major, long-running quest series. As such, it's a great excuse to look back on the series and say a bit about how it was developed. I'm Mod John A, lead developer on the goblin quest series. In this article I'm going to be talking about the development of the two central characters in the quest series: Sigmund and Zanik.
Sigmund
The H.A.M. group was not created for the goblin quest series, but for the One Small Favour quest. Their role in One Small Favour is really just 'some guys who want chickens', and their role generally was 'some guys you can nick stuff from', but they had some lovely flavour about being a monster-hating religious group. When I wrote The Lost Tribe, I realised that the cave goblins would need an enemy, and the H.A.M. movement was the perfect choice. They would hate goblins without knowing anything about them—which was useful because I didn't want the player to know much about the cave goblins at the start of the quest series.
I couldn't just use the H.A.M. movement as a whole as the enemy, though, it needed a human face: one particular character to direct its efforts against the cave goblins. So the first character I created was the quest series' villain, Sigmund. I conceived him as a combination of two elements:
Firstly, he's an old-fashioned, over-the-top pantomime villain cliché. If there were a moustache-twirling animation in the game, he'd be playing it every time he spoke. He's the sort of villain who'd tie the heroine to railway tracks, which I couldn't resist doing in a later quest in the series. His dialogue was enormous fun to write. “Curse you, [player name]! You win this time—but we will meet again!”
Secondly, he's a racist and a religious fundamentalist. He believes in a twisted version of the Saradominist religion in which humans are the chosen people and other races are fit to be slaves at best. But he really, sincerely, powerfully believes in this, which makes him a very scary villain to think about, but is also meant to give him a certain nobility. He's not out for personal gain: he believes in something greater than himself, even if that belief is hateful. Sigmund is meant to be a 'worthy opponent', one who is evil but nevertheless demands a certain level of respect.
Zanik
The Lost Tribe introduced the cave goblins as a whole, but there were still no very well-developed cave goblin characters. For the next quest, Death to the Dorgeshuun, I wanted to remedy that, and to try something that RuneScape hadn't done before.
For the most part, RuneScape NPCs (Non-Player Characters) stay in one place, just wandering around within a small area. We had the ability to make an NPC follow the player around, but at the time the only NPCs that did so were cats; the Summoning skill was still a long way off. I decided to make a more developed NPC follower who could accompany the player throughout a quest.
The first part of Death to the Dorgeshuun explores the idea of having a character follow you around. You take Zanik on a tour of Lumbridge, and talking to practically anyone in the area will trigger a conversation between Zanik and that character. I had to limit Zanik to the Lumbridge area to keep things sane—there was no way I could write Zanik chat for every NPC in the world!
The core idea of Zanik is that she's an adventurer—basically, the cave goblin counterpart of the player character. As far as she's concerned, she's the one doing the quest and you're her sidekick. I tried to give her a distinctive voice and personality, and as the quest series has progressed I've tried to build on that.
I had always intended Zanik to be an important character, but it was only gradually that I realised how important she was.
The Compound Hero
One of the most effective ways to make a compelling story is to give it a compelling central character. In books and films, and even in most games, this is straightforward since the author has complete control over who the main character is. But in some games, such as RuneScape, it becomes more difficult. In RuneScape you don't control a character that the game writer invented; instead, you create your own character, pick their appearance, equip them however you like, and choose which skills they train.
Unfortunately for the writer, that means that a lot of storytelling devices are no longer available. I can't give the player character a tragic backstory, since you might not like to think of your character as having that tragedy in their past. I can't say much about the player character's motivations, since you might object to your character having those motivations. In particular I can't force your character to develop: I can't have them start cowardly and learn courage, or start selfish and learn to care about others. Whether your character is cowardly or brave, selfish or selfless, is up to you.
Having Zanik go through the quests with the player character solves that problem, because I can transfer a lot of that characterisation onto her. In this sense, Zanik and the player character make up a kind of compound hero. Your character has the agency: it is your actions that drive the plot forward and your efforts that solve the problems; but Zanik provides the emotional hook of a strong central character. Zanik should be compelling, but she shouldn't steal the limelight.
I hope you've enjoyed adventuring with Zanik and fighting against Sigmund during the quest series, and I've tried to give both their stories a good conclusion in the final episode.
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