After over a month of working on this every single day for 10+ hours each day, I present to yo.. The biggest update in Velheim's history in the last 8 years!
There are still a lot of unresolved small quirks and visual inconsistencies around that will have to get solved in the upcoming weeks - but the base is there and ready to be played on!
---------------------------------------------------
Client Launcher
- I've made a new Client Launcher that should, in theory, be much more stable and cross-OS supported;
- The new launcher supports version checks, so if I ever make a new one or update this one in the future - you will be notified;
- It can also pass JVM arguments! It will come with pre-set defaults, but any user can pass any Java flags they wish;
- Old clients and launchers will no longer be supported - everyone must re-download a fresh version from the website.
Client
- I've moved from JDK8 to JDK11 to build and run the client. This means players still using the old Windows Installer will no longer be able to launch the client with it (re-install one of the newest launcher versions and you'll be good to go!);
- Full Screen Display Mode is now supported as a 'borderless fullscreen mode' window and should be supported on all OS's and renderers;
- The Velheim Client now supports full RT7 models, environments, textures, materials, animations, skeletons, frame maps, locations (objects), and everything else that is in the original RS3 cache up to the newest map expansion - Heavenhythe;
- Added full support for all current RS3 JAGA/Vorbis sound effects. A lot of these will start automatically playing on their own as they are attached to graphics (spotAnims), objects (locations) animations and the environment;
- World Map now contains all updated current map data, and the Region/Underground picker now matches the one in RuneScape 3;
- Added F-key rebinding support to the Key Configuration plugin;
- Removed chat-box lock from chat-box plugin and moved it to the Key Config plugin;
- Widget dragging (item-drag threshold as some of you may refer to it) can now be customized under the Mouse Configuration plugin;
- Added support for the local-downloaded cache to now download FULLY instead of capping at 2,097,153kb since the server-sided cache is at 6.5gb now. This makes it so that once a model/animation/texture/item/etc. is done loading once - it should be available immediately the next time after a client reload;
- The DirectX renderer toolkit has now been sunset. The toolkit itself is decades old, the code is scrambled all over the place and it uses weird hacks to get it working. I don't see a reason to waste my time trying to "hack" it further. From now on I will be focusing on improving OpenGL instead;
- All asset loading/decoding/decompressing is now handled via asynchronous background threads - this means map loading and asset loading should happen much, much more faster;
- Static and Dynamic regions have been slightly expanded in size, this makes it so certain areas and instances don't require as many map re-loads when walking around them;
- The Draw distance/Fog Depth will no longer follow the camera while zooming in/out. This make it so zooming out and tilting camera upwards will no longer drag the draw distance and fog alongside the camera.
- Slightly increased the maximum zoom out distance cap;
- Added login queue support - if many simultaneous logins happen at once - the login-server will now put players in a queue instead of just flat-out rejecting them. The client will display your position in the queue and will automatically log you in once it's your turn;
- Custom Mouse Cursors now actually have a large variety of custom cursors available now. For example things like Fishing spots will now have a Fish icon, Divination Wisps having a Divination icon, etc.;
- Dynamic map regions (instanced areas) will no longer trigger the "Loading - please wait" force map refresh and will automically load in the new set of chunks. This also applies to opening Dungeoneering Rooms where the newly opened room will simply "poof" into existence;
- A TON, and I'm not exaggerating - A TON, of miscellaneous micro-optimisations have been put in place. Not only that, the client will now asynchronously download, grab and decode cache files on the fly. This means you'll see superbly fast loading screens and generaly improved FPS across the board;
Crafting
- The Crafting skill now goes to maximum level of 110 (from 99);
- Reaching level 110 Crafting is now part of the Completionist cape requirements;
Invention
- Old Equilibrium perk has been renamed to Eruptive;
- Added a new Equilibrium Invention Perk: Increases attack damage by 6% plus 2% per rank, but prevents critical hits;
- Added 3 new Component types: Offcut, Manufactured, Ecliptic;
- Augmented items can now be dyed with any of the high-level dyes (ice/blood/shadow/barrows/third age/aurora/soul);
Combat
- Attack, Strength, Ranged and Magic skills now go to maximul level of 120 (from 99). This also raises the maximum combat level from 138 to 152;
- The max hit formula has been slightly reworked to accommodate this. Your maximum hit won't change much past levels 99, you'll only see a small boost to it;
- NPC weakness affinities will now properly come into play for hit-chance and max-hit calculations;
- Added a custom splintering arrow effect: Each ranged hit adds 1% of your total max hit as a stack of Punctured, up to 250stacks. Stacks are released as a secondary hit after using a Ranged Special Attack, which also applies a bleed effect afterwards.
Firemaking
- The Firemaking skill now goes to maximum level of 110 (from 99);
- Reaching level 110 Firemaking is now part of the Completionist cape requirements;
- Players can now burn/bonfire Eternal Magic logs at level 100;
Fletching
- The Fletching skill now goes to maximum level of 110 (from 99);
- Reaching level 110 Fletching is now part of the Completionist cape requirements;
- Players may now create shafts, bows, crossbows, ammunition and the wood box using Eternal Magic logs;
- The Fletching skill dialogue now uses the new Skilling production GUI;
Gamemodes
- (FSW only) Separated how EXP multipliers and game-modes interact:
- When creating a new account players will now be presented with a brand new interface that will allow them to choose their base game-mode (if any) along with an EXP Multiplier (Normal (25x) or Classic (x2));
- Existing players will have the regular EXP multiplier attached if playing on any ironman rank, and existing Classic players will have the normal game-mode attached;
- Players who choose the Classic EXP multiplier along with an Ironman game-mode will now be classified as "Classic Hardcore Ironman" for example and will have 2 rank sprites attached to their usernames (and before you ask - YES! You can now have up to 4 icons attached to your names (staff+donator+exp+mode));
- These new account modifier combinations can now once again race for the Inverted Skillcape tokens and will be broadcasted to the server with their achievement and position;
- Website Hiscores have been slightly overhauled to accomodate for this change: On the FSW world selector you can now filter by gamemodes and EXP multipliers separately);
Mining
- The Mining skill now goes to maximum level of 110 (from 99);
- Reaching level 110 Mining is now part of the Completionist cape requirements;
- Added the new Primal Ore box and all of its functionality;
- There's now a new achievement added with this: "Everything is Still Oresome" - Mine 100 of each of the new overworld ores (Novite, Bathus, Marmaros, Kratonium, Fractite, Zephyrium, Argonite, Katagon, Gorgonite and Promethium). This achievement is now also part of the Completionist Cape requirements;
- Primal/Platinum Stone Spirits can now be obtained from these NPC's:
- Triskelion treasure, Metamorphic geodes, Rare drop table, Angel of Death, Kerapac, Beastmaster Durzag, Yakamaru, Raksha, Vorago, Solak, Airut, Magister, Edimmu, Kal'gerion demons, Seekers, Soulgazers, Tormented demons, Wyverns, Living rocks, Anagami/Arhat, Celestial dragons, Gorilla Akhs, Ripper dinosaurs;
Runecrafting
- The Runecrafting skill now goes to maximum level of 110 (from 99);
- Reaching level 110 Runecrafting is now part of the Completionist cape requirements;
Smithing
- The Smithing skill now goes to maximum level of 110 (from 99);
- Added all the new ores and bars into the Smelting and Smithing interfaces;
- Primal Bars can now be Smelt using 1 x of each of the new ores available at level 100 Smithing;
- Primal Hatchets, Pickaxes and Ore boxes can now be Smithed at level 100 Smithing using Primal Bars;
- Primed Glorious Bars can now be made using 100x Primal Bars and a Glorious bar. These bars have no products, YET;
- Primal Bars can now also be used to create armour spikes, armour, and weapons. Equipment goes up to +5 in upgrades;
- Reaching level 110 Smithing is now part of the Completionist cape requirements;
- There's now a new achievement added with this: "It Still Should Have Been Called Aetherium" - similarly to how the predecessor Achievement works - you must Smith a full Primal +5 equipment set to unlock this. This achievement is now also part of the Completionist Cape requirements;
Thieving
- The Thieving skill now goes to maximum level of 120 (from 99);
- Reaching level 120 Thieving is now part of the Completionist cape requirements;
Herblore
- The Herblore mixing actions and dialogues are now fully wired into our new Skilling production GUI dialogue which presents the player with an on-screen interface;
- You can now mix any doses to create the next tier potions, you no longer specifically need 3 doses to make a 3-dose potion, you can mix 1,2,3,4 dose potions together to make the next tier. This does not apply to combination potions however;
Woodcutting
- The Woodcutting skill now goes to maximum level of 110 (from 99);
- Reaching level 110 Woodcutting is now part of the Completionist cape requirements;
- Added the new Eternal Magic Wood Box and all of its functionality;
- All hatchet/tree level requirements have been reworked so they are inline with Runescape 3;
- New Hatchets now available to Woodcut with from Smithing: Orikalkum, Necronium, Bane, Elder Rune, Primal;
- There's now a new, small, achievement added with this: "Everything is Still Treemendous" - Chop 100 Eternal Magic logs. This achievement is now also apart of the Completionist Cape requirements;
- All Wood Spirits are now fully functional (same as Stone Spirits). They can be stored inside Wood Boxes, and are automatically used when Woodcutting to gain +1 Log per cut;
- Wood Spirits can be obtained from these NPC's:
- Normal
- Lumbridge Catacombs (Crawling corpse torso, Warped Rat, Skeleton, Warped Bat, Corpse Archer, Skoblin, Corpse Mage, Dragith Nurn), Goblins (Lumbridge)
- Oak
- Lumbridge Catacombs (Warped Rat, Skeleton, Warped Bat, Corpse Archer, Skoblin, Corpse Mage, Dragith Nurn), Goblins (Lumbridge), Goblin Raiders.
- Willow
- Rock Slug, H.A.M Guard, Ice Warrior, Goblin Raiders, Cockatrice, Pyrefiend Teak Ice Warrior, Tortoise, Goblin Raiders, Cockatrice, Pyrefiend, Basilisk, Jungle Strykewyrms
- Maple
- Jelly, Young Grotworm, Rorarius, Moss Giant Acadia Ankou, Basilisk, Grotworm, Gladius, Moss Giant.
- Mahogany
- Ankou (Elite), Grotworm, Greater Demon, Corporeal Beast
- Yew
- Spiritual Ranger, Desert Strykewyrms, Basilisk, Kurasks, Ancient Cavern skeletons and spirits, Frost Dragons, Lava Strykewyrms, Gladius, Scutarius, Capsarius, Airut
- Magic
- Ice Strykewyrms, Automaton Guardians, Mature Grotworms, Cadarn Ranger, Lampenflora, Rune Dragons, Moss Golems, Mazcab Raids
- Elder
- Liverworts, Acheron Mammoths, Camel Warriors, Araxxi, Solak, Mazcab Raids
The Zamorakian Undercity
- A new Elite Dungeon has been added to the game: The Zamorakian Undercity (also known as ED4);
- You can get there via the featured Wars' Retreat Boss portal, a redirected Boss Portal, the Prifddinas Max Guild Combat Portal, or by simply entering the Elder Godwars (GWD3) dungeon;
- 22 Burnt Pages are scattered around the Dungeon which you will have to collect as another Completionist Cape requirement;
- All NPC's have their real chat-box quotes, animations, drops, stats, styles, weaknesses and strengths from RuneScape 3;
- Lucky Charms (Zamorakian Undercity) are now purchaseable from Bryll Thoksdottir for 10,000 Dungeoneering tokens, and can be converted to/from other Lucky Charm types (this is not a feature on RS3, but I decided why not add it here for convenience);
- A new Boss Collection log has been added: Zamorak, Lord of Chaos. This log requires you to collect all unique drops from Zamorak, and rewards the title: Godslayer [Name];
- Zamorak, Lord of Chaos can drop a Boss Pet item: Jewels of Zamorak with a threshold of 100. This item unlocks the: Zammo the Rak Boss Pet;
- Soul Reaper: Zamorak is now a possible Reaper Task assignment, and is now a requirement for the Final Boss title variations (100 kills, and Zammo the Rak Boss pet);
- Added a new in-game Hiscores post entry for Zamorak, and added the Signpost itself next to the Zamorakian Undercity entrance;
- Custom Vestments of Havoc (Herald of Chaos) set effects: 2 pieces equipped: Regenerate 15% special attack energy over 18 seconds after a special attack is used; 3 pieces equipped: Increase damage dealt by 3%; 4 pieces equipped: Special attack energy regenerates 20% faster;
- New Enchantment items are now available to make and have these effects:
- Sliver of Pain:
- Enchantment of Affliction: Increases damage boost for Inquisitor Staves by a further 5% (17.5% total);
- Enchantment of Metaphysics: Boosts Channeller Rings Critical Strike damage by 3%;
- Enchantment of Flames: Increases accuracy boost of the Enhanced Kerapac's Wrist Wraps by a further 15% (25% total);
- Sliver of Power:
- Enchantment of Dispelling: Increases damage boost for Hexhunter Bow by a further 5% (17.5% total);
- Enchantment of Dread: Increases accuracy boost of the Enhanced Nightmare Gauntlets by a further 15% (25% total);
- Enchantment of Shadows: Boosts Stalker Rings Critical strike chance by further 1% and increases Critical Strike damage by 3% when using a bow;
- Sliver of Strength:
- Enchantment of Agony: Increases accuracy boost of the Enhanced Gloves of Passage by a further 15% (25% total) and increases bleed damage by a further 5% (30% total);
- Enchantment of Heroism: Boosts Champion Rings Critical strike chance by further 1% and increases Critical Strike damage by 3% against bleeding targets;
- Enchantment of Savagery: Increases damage boost for Terrasaur Mauls by a further 5% (17.5% total);
Miscellaneous
- Balthazaar, and his raffle, have been removed from the game;
- The walk-queue tile cap has been raised from 30 tiles to 100 tiles (this means you can click on a tile that's up to 100 tiles away and your character will walk to it);
- Solomon (NPC) will be removed from the game;
- All Food/Healing items now once again have static values and are no longer dependent on your HP level, following the change on RS3 (https://runescape.wiki/w/Update:Patch_Notes:_Part_2_-_Combat_Style_Modernisation#Food_Changes);
- Increased the maximum amount of Bank Space an account can have from 956 to 1506;
- After creating a Boss Instance at Godwars Dungeon 1 and Godwars Dungeon 2 you will now be able to bypass the kill-count requirement as long as you have an active instance for your account for that Boss;
- Added support for all item Dyes to now pull data from the cache. This means all dye'able items should, in theory, auto-magically work now;
- Added 3 new Lodestone Network destinations: City of Um, Fort Forinthry and Heavenhythe;
- Clicking on the Teleportation Menu while inside a Daemonheim Dungeon will now start the Dungeon Home teleport;
Fixes
- Familiars now have their real combat stats and definitions based on their attackable variants;
- Removed all TzTok-Jad defence animations so they wouldn't override his attack animations;
- Fixed an issue that prevented players from Blessing Sand;
- Bob Barter: Flask-to-vial decant now outputs vial potions, not 4-dose flasks
- Extreme divination can now be made from super divination + yak tuft;
- Autocast spell memory should now survive weapon switching correctly;
- Araxxi web interruption now restores combat walking before phase 4;
- Natural HP regen no longer depends on Accept Aid setting being enabled;
- Runecrafting cape boost no longer matches Crafting first for skill-cape 'Boost' option;
- Cave nightshade/belladonna base harvest has been raised to RS Wiki minimum harvest amounts;
- Meerkats Fetch Casket should no longer break lower-tier/map dig steps while still bypassing hard+ coordinate ambushes;
- Slayer Introspection Relic is now available on the Mysterious Monolith interface;
- Kal'gerion Demons (Summoning) will now automatically cast their special attacks if it has scrolls stored, you are in combat and not under the Kal'gerion Roar effect;
- Wherever the server checks for total Wis Wax and removes it from the player, it will now also check for Currency Banks;
- A staircase in Ardougne (Jimmy Dazzlers house) now has its correct destination coordinates;
My journey of upgrading to latest RS3 cache (from newest to oldest):

















































