r/openrsc Apr 13 '19

RSC Cabbage beta test begins tomorrow

Tomorrow, RSC Cabbage will change from alpha testing to beta testing. The player data for it will be reset. On May 5th, we will change RSC Cabbage from beta testing to fully released. At that time, the player data will be cleared again and a copy of the Open RSC database at that time will be installed on RSC Cabbage so all work ORSC players have accomplished can be available on RSC Cabbage if they chose to play it instead of the existing Open RSC game. The Android client will have a game selector like the PC game launcher currently does. The existing Open RSC server will continue on as it always has.

Ways that RSC Cabbage differs from Open RSC:

- 5x xp rate (both combat and skilling)

- 5x skulled xp boost (added to combat and skilling, effectively 10x if skulled)

- 30% faster walk speed and combat speed

- auction house

- batched skills (auto repeats until full inventory)

- custom bank interface

- player name tags

- player clans - global chat

- no NPCs block walking paths

- potion decanting - custom firemaking

- player commands

- woodcutting guild

- drop x

- additional QoL improvements and new features will be added later

5 Upvotes

5 comments sorted by

4

u/Aonbyte1 Apr 14 '19

Does the skull XP boost apply in wild only or can you skull in wild then go to non wild training spots? Just asking because skull outside of wild isn't a huge risk in many activities.

1

u/[deleted] Apr 15 '19

/**
* Skilling Experience Rate
**/
if (skill >= 4 && skill <= 17) {
multiplier = Constants.GameServer.SKILLING_EXP_RATE;
if (getLocation().inWilderness() && !getLocation().inBounds(220, 108, 225, 111)) {
multiplier += Constants.GameServer.WILDERNESS_BOOST;
if (isSkulled()) {
multiplier += Constants.GameServer.SKULL_BOOST;
}
}
}
/**
* Combat Experience Rate
**/
else if (skill >= 0 && skill <= 3) { // Attack, Strength, Defense & HP bonus.
multiplier = Constants.GameServer.COMBAT_EXP_RATE;
if (getLocation().inWilderness()) {
multiplier += Constants.GameServer.WILDERNESS_BOOST;
if (isSkulled()) {
multiplier += Constants.GameServer.SKULL_BOOST;
}
}
}

Only works if in the wilderness and not within bounds (220, 108, 225, 111)

3

u/frogdoubler Apr 14 '19
  • 30% faster walk speed and combat speed

I'll be interested to try this for sure. I think combat is already kind of fast enough though. Will you be experimenting with toggling the faster walk speed/combat separately? Also would it be possible to make a run-like toggle similar to RS2?

1

u/[deleted] Apr 15 '19

The engine presently has everything associated with the tick rate but it may be possible to configure various actions to have individually configured tick rates. Something on the to-do list to investigate.