Update When?
In June, we're hoping to launch the first of what we consider "quarterly updates". The intention is to always deliver an update at the end of a quarter - so, what is a quarter? At the end of every 3 month cycle, you can expect an update from us. These are consistent targets we aim for that you can expect to land in your update box on Steam. These aren't necessarily tied to seasons, and aren't seasonal updates. We want to make sure that we're setting a reasonable and transparent expectation of when we're delivering updates. These are "Spotlight", or "Showcase" or "Tentpole" updates that will be hitting major targets on our roadmap. On the subject of roadmap, we've been hard at work, listening to your feedback and ingesting a lot of data. I'd like to invite you to sit down with our EP, Mod Dutch, to talk all about our Roadmap once 0.8 is released, and we'll be able to take a broader look ahead at what's coming. We'll share more about when that will be at the end of June. Right, that's a lot of talking about the future. Now, to the past!What Have We Done?
We released what we've been internally calling "0.7" as our Early Access build of RuneScape: Dragonwilds. This is the heart, the foundation, of what we're aspiring to build with the game. Dragon-slaying, skill-spelling, survival-crafting goodness. We've had so much feedback, some of it really useful and insightful. We launched the game into Early Access with 0.7.1, and hotfixed a boatload of issues thanks to Mod Bakes and the QA Team. That put us at 0.7.1.4, before we launched 0.7.2. 0.7.2 toned down Velgar attacks, base raids and "Hunted" events, as well as fixing a bunch of crashes, bugs and shenanigans that were surfaced by you lovely lot getting to grips with the game. 0.7.3 added Cloud Saves, fixes to Velgar Meteor attacks, Quest Inventory fixes and a long list of adjustments to particular elements and issues we saw raised in the Discord and on our socials. Phew! And that brings us to here! So, next question from you will obviously be:What Are We Doing?
0.8, of course! We're working on a structure of releases that gives our (very small!) team time to focus in on the important stuff - we're currently aiming to have regular updates building towards larger-scale Major Updates (in this case, 0.10 - Fellhollow!). These tentpoles are the milestones of our year, so we orient ourselves around those. That sounds like a long time to wait between "content" updates but we consider these as expansion-sized updates, with quarterly beats between these adding things like potentially more skills spells, starting the foundation of new skills, adding building pieces, additional features and QOL fixes. Just as importantly, though, we're listening. We've heard loads of feedback, from amazing players across the world! Maxed out 'Scapers to total noobs who have never stepped foot into Gielinor. It's been truly humbling to see so many of you diving in to Ashenfall and building amazing homes, self-imposing huge challenges and throwing down the gauntlet to face off against General Velgar. There's so much for us to take in, and our little team is humbled by what we've seen. For now, let's talk what we're up to, and then we can talk what we're hearing.It's a Kind of Magic
The Magic Skill is coming. And it’s bringing new ways to dominate combat in Ashenfall! I’m Mod Pointy, Senior Game Designer, and I head up the Skills and Spells team as well as Player Combat on Dragonwilds! I’m here to give you a sneak peek at what charming delights the team has been working on for our first new Combat focused skill line, Magic! The Magic skill line has been one of the most anticipated features in Dragonwilds. And we’ve been pouring a lot of time into making it feel powerful, enticing, and fun to master while you level it using Spells in Combat. With all new Utility Magic to learn, and new items that empower your weapon to craft, the new Magic skill line is designed to reward everyone who enjoys using magic to destroy their enemies. But… that’s not all! We’re also introducing a whole new type of perk unlock as part of this update: Spell Upgrades! More on that in a bit, first lets talk about the new spell, "Surge"."Surge” is the first Spell you unlock and it upgrades your dodge, turning it into a teleporting dash.
De-fence-sive Line
Your base has been raided a fair few times, to say the least. Survival is a constant battle, and when those contemptible Goblins (or worse...) come a-knockin', then there's no time to hesistate. Dig in, and hold your ground! We have rebalanced all building structure health values from their old 100, to 1500 in some cases - sorry to that one ‘Scaper who’s foundation got deleted by a kebbit that one time… We've added two new buildable constructs for you - Palisade Walls and Palisade Gates. These have two tiers, Ash and Oak, and are a way to fortify your humble abode. Keep those raiders at bay by slapping down an extra layer of defensive structure! This is just the start of where we want base defences to go as we continue developing the system. Those Cannons you love dropping down in Falador might have a new home in the future...


Bless This Mess
That's not all - we've also got a new system feature: Coziness! When you're 20 meters from your currently claimed bed, your hunger, hydration and fatigue decay rates will be massively reduced. The intended goal for this is to mean that you're going to be able to get building, crafting, cooking or whatever you may desire while you're safe indoors, and it gives you a chance to wind down while you're recuperating. Where this system goes in the future is still to be determined, and we're going to be drawing heavily from your feedback around these systems to shape it. Speaking of feedback and tidying up - We've also done a complete pass on Item Weights which means that things will weight different values now. No more pining for a pack yak! All fuel items have had their burn times adjusted to help you avoid losing the occasional log or fuel source while you’re cooking or crafting. All items also now fall into 1 of 4 max stack sizes: 1, 50, 99 or 999 depending on the item. Nice, tidy numbers - including those 99s we know you love!Hard Difficulty BTW
We're introducing a new mode for you! This is our first take at creating a distinct mode with permutations to change how you experience the continent of Ashenfall. You've wanted a challenge, we've got you. Introducing: Hard Difficulty! Here's a little side by side of the differences between these two modes:Normal Mode | Hard Mode | [/tr]
Weaknesses & Resistances affect damage by 100% | Weaknesses & Resistances have stronger effects | [/tr]
Thirst, Hunger & Fatigue never reduce Health below 1% | Thirst, Hunger & Fatigue can reduce Health to 0% | [/tr]
Inventory items are stored in a Gravestone on death, and can be recovered any time. | You may only have one gravestone at a time. If you die with a gravestone active your first gravestone will be destroyed, along with all the items it protected. | [/tr]
Enemy attacks deal 100% damage | Enemy attacks deal more damage | [/tr]
Enemies have 100% Health | Enemies have more Health | [/tr]
All Skill XP is retained on death | Skill XP beyond your current level is lost on death | [/tr]
Bloom: The Dark Ages
We've updated the in-game lighting to better balance bloom levels! Lighting sources should no longer be as garishly bright at specific times of day. This also means that blur in the distance has been adjusted to hopefully provide a sharper image. The in-game settings will now have a Bloom slider and Depth of Field slider to help you tone down those to your personal preferences!What Have We Heard?
More RuneScape! More content! More music! All sorts of everything, but one word emerges triumphant. You want more! We hear you, and we understand. Whether it's Ancient Magicks, Dragon Defenders, trimming armour, One Small Favour or something else entirely, the team are going away, doing our due diligence, researching what we think would or wouldn't fit within the world of RuneScape: Dragonwilds. We recently spoke to you about Steel as a progression step within the game's gear tiers, and the answer was clear - Steel is an important progression step to you, and is iconic armour that you have always held in high regard. And yes, expect to see some full helms in the future. The team are also working on how we can provide more security features to prevent griefing and securing your posessions in public/shared worlds. It's in the early stages, but we want to be clear that we're hearing your feedback on this and it's something we are very keen to address. I want to take this opportunity to also remind folks out there that the Friendly Fire/PvP setting that we have is very much a highly experimental mode. Part of this is due to us being in Early Access, and throwing out ideas to see how they land, but it's also due to wanting to get feedback and crucial data from the community before we make concrete commitments to where we're heading.Community Art
We've got an incredibly talented community of artists - both in-game, and out of game.


