<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
<title>0hp: Old School RuneScape</title>
<link href="https://0hp.com/"/><link rel="self" href="https://0hp.com/games/osrs/feed.xml"/>
<updated>2026-09-23T00:00:00Z</updated>
<author><name>0hp</name><uri>https://0hp.com/</uri></author>
<id>https://0hp.com/games/osrs/feed.xml</id>
<entry>
<title>OSRS Menu Entry Swapper on mobile: how to use MES 2.0 and set your left-click</title>
<link href="https://0hp.com/patches/osrs-menu-entry-swapper-2-0/"/>
<id>https://0hp.com/patches/osrs-menu-entry-swapper-2-0/</id>
<updated>2026-09-23T00:00:00Z</updated>
<published>2026-09-05T00:00:00Z</published>
<summary>MES 2.0 is live on mobile and in the game&#x27;s own client from version 240.6. How to set what a tap or left-click does, and the six issues the post lists.</summary>
<content type="html">&lt;p&gt;Old School RuneScape has a Menu Entry Swapper, the game&#x27;s tool for reordering or hiding the
options in its right-click menu.
&lt;a href=&quot;https://secure.runescape.com/m=news/menu-entry-swapper-overhaul---live-now?oldschool=1&quot;&gt;The game&#x27;s news post of 3 September 2026&lt;/a&gt;
says MES 2.0, a ground-up rewrite, is live on mobile and in the game&#x27;s own client from client
version 240.6. The top entry is what a tap or left-click does.&lt;/p&gt;
&lt;p&gt;MES is the short name for it, and the post uses both. The post says the feature was added a
couple of years ago to give players more control: setting the order options appear in, hiding
options, and generally letting people tune the menu to suit them.&lt;/p&gt;
&lt;p&gt;One thing worth saying early. This piece is Old School RuneScape only. The post it is built on is
Old School RuneScape&#x27;s own, so nothing here is a claim about RuneScape, the version that
kept moving forward when this one was preserved separately. That game has
&lt;a href=&quot;https://0hp.com/games/rs3/&quot;&gt;its own page&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Our reading is that the last line is the one worth holding on to, and that it is not new: the
post describes selecting the top entry as how the game picks what a left-click does, and puts
no version on that. Everything below is about moving the entry you want into that top slot,
and getting the ones you keep misclicking out of the way.&lt;/p&gt;
&lt;h2 id=&quot;how-do-i-use-the-new-menu-entry-swapper&quot;&gt;How do I use the new Menu Entry Swapper?&lt;/h2&gt;
&lt;p&gt;The post&#x27;s own instructions, in its order, and then the controls.&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Long-press, or right-click, to open the menu.&lt;/li&gt;
&lt;li&gt;If you play with a keyboard, do not hold shift, unless you want to edit the secondary set
of swaps. There are two layers of customisation now, standard and secondary, and the
secondary one needs a keyboard and opens with shift.&lt;/li&gt;
&lt;li&gt;Press the &#x27;edit&#x27; button in the top-right corner of the menu. That collapses the menu per
object, so you can edit each one on its own.&lt;/li&gt;
&lt;li&gt;Go to the menu you want to reorder.&lt;/li&gt;
&lt;li&gt;Use the controls below.&lt;/li&gt;
&lt;/ol&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Control&lt;/th&gt;
&lt;th&gt;What it does, in the post&#x27;s words&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Up arrow&lt;/td&gt;
&lt;td&gt;Bring entry to top of menu&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Down arrow&lt;/td&gt;
&lt;td&gt;Shift entry down by one space&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Eye&lt;/td&gt;
&lt;td&gt;Hide/show entry&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Star&lt;/td&gt;
&lt;td&gt;Promote sub-entry to top-level menu&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Reset&lt;/td&gt;
&lt;td&gt;Move all the entries under this object back to default&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;The post flags one line under that list as important: the top entry in the menu becomes the
primary entry used when you tap or left-click.&lt;/p&gt;
&lt;h2 id=&quot;how-do-i-change-what-left-click-does&quot;&gt;How do I change what left-click does?&lt;/h2&gt;
&lt;p&gt;Bring the option you want to the top of that object&#x27;s menu with the up arrow. That is the
whole thing.&lt;/p&gt;
&lt;p&gt;There is a second setting worth knowing about, and the post spells out why. By default the
menu opens with its very top edge under your pointer. A setting called &#x27;Minimenu start
position&#x27; changes that so one of the entries sits under your pointer instead. The post says
this works well alongside reordering, because it lets you set both a left-click option and an
easy right-click option.&lt;/p&gt;
&lt;p&gt;Two more settings are named. You can change how long a long press has to be before touch
input opens the menu, and the post notes that shorter times let you act faster but need more
precision. You
can also change the spacing of the menu entries, which the post suggests if you find the menu
too small.&lt;/p&gt;
&lt;h2 id=&quot;how-do-i-hide-an-option-i-keep-clicking-by-accident&quot;&gt;How do I hide an option I keep clicking by accident?&lt;/h2&gt;
&lt;p&gt;Same edit mode, different button. Open the menu, press &#x27;edit&#x27;, go to the object you want, then
press the eye on the entry. The post lists that control as hide/show entry, so it turns the
entry off and can turn it back on.&lt;/p&gt;
&lt;p&gt;The post says hiding options was one of the reasons the feature was added a couple of years
ago, alongside setting the order entries appear in and letting people tune the menu to suit
them. Our reading is that this is the control to reach for when you never want to see an option
again, rather than pushing it down the list with the down arrow.&lt;/p&gt;
&lt;h2 id=&quot;what-about-walk-here&quot;&gt;What about walk-here?&lt;/h2&gt;
&lt;p&gt;Walk-here, which is the menu option that just moves your character to the spot you clicked, comes
up in four places in the post.&lt;/p&gt;
&lt;p&gt;Three of those four are here; the fourth is in the technical section further down.&lt;/p&gt;
&lt;p&gt;Entries can now be re-ordered around walk-here more reliably. The post lists that as one of the
rewrite&#x27;s improvements. Some customisations involving walk-here will not carry over from the old
system, so those are ones you set up again. And walk-here turns up in the known issues: on
priority swapping the post names walk-here being prioritised over Attack in player versus
player, meaning the parts of the game where players fight each other rather than the game.&lt;/p&gt;
&lt;h2 id=&quot;does-it-work-on-mobile&quot;&gt;Does it work on mobile?&lt;/h2&gt;
&lt;p&gt;Yes. The post says MES 2.0 is available on mobile and in the game&#x27;s own client from version
240.6 and up. Some of this is mobile-specific, and the last line applies everywhere:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Tall menus scroll with a swipe now, rather than making you grab the scroll bar.&lt;/li&gt;
&lt;li&gt;Mouse behaviour on mobile should be slightly more consistent with desktop behaviour.&lt;/li&gt;
&lt;li&gt;The secondary layer of swaps needs a keyboard, which the post says includes mobile players
who run a keyboard setup.&lt;/li&gt;
&lt;li&gt;Your entry swap settings are saved per device, so they will not carry over between devices.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Our reading is that this is the one that will catch people out. Set your phone up the way you like it
and your computer is still on its own settings.&lt;/p&gt;
&lt;h2 id=&quot;why-isn-t-my-menu-entry-swapper-working&quot;&gt;Why isn&#x27;t my Menu Entry Swapper working?&lt;/h2&gt;
&lt;p&gt;Five things the post says, before you go looking for a bug.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;If tapping used to give you the wrong thing, that was the bug.&lt;/strong&gt; The post&#x27;s change log says
it fixed a bug in the menu entry swapper that made &#x27;Examine&#x27; and other unexpected entries
happen on tap or left-click. Examine is the menu option that just tells you what something
is. Our reading is that if this was your problem, the fix is the update itself.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;You may not have it yet.&lt;/strong&gt; MES 2.0 comes as part of client version 240.6. If your app has
not updated itself, the post says you may need to update it by hand through the app store,
and that the roll-out takes a little time across all devices.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Third-party clients are not part of this.&lt;/strong&gt; The post says the changes will not affect
third-party clients, which are separate programs made by other people that also run the
game. It says they are unaffected, and our reading is that this is not the same as saying the
feature is unavailable in them.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Some of your old setup may need redoing.&lt;/strong&gt; The post says most previous menu
customisations will carry over, and that some customisations involving walk-here, which is
the menu option that just moves your character to the spot you clicked, will not. Those you
set up again.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Drag-and-drop is gone on purpose.&lt;/strong&gt; Entries are no longer dragged; the arrow controls
replace them. The post calls that a decision to simplify the system so the team could focus
on making it do more and work more reliably.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The post also carries a Known Issues box, which it says is a new format it is trialling. Six
issues are listed, each with a status word and a date. Our reading is that three of them are
about the swapper itself:&lt;/p&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Issue, as the post names it&lt;/th&gt;
&lt;th&gt;Status&lt;/th&gt;
&lt;th&gt;Dated&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Cannot Open The Swapper&lt;/td&gt;
&lt;td&gt;Issue Raised&lt;/td&gt;
&lt;td&gt;3 September&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;PoH Fairy Ring Issues&lt;/td&gt;
&lt;td&gt;Issue Raised&lt;/td&gt;
&lt;td&gt;3 September&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Priority Swapping&lt;/td&gt;
&lt;td&gt;Issue Raised&lt;/td&gt;
&lt;td&gt;3 September&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;On the swapper failing to appear, the post says some players have raised that in certain
instances the swapper options fail to appear. On player-owned houses, which are buildings each player customises and fills
with useful rooms, it says some players have raised that their fairy ring, which is one of
the game&#x27;s teleport networks, either cannot rearrange options or activates the wrong
option. On
priority swapping it says some players have raised that setting certain priority options are
making other options a priority in different interfaces. It names one case: walk-here being
prioritised over Attack in player versus player, where players fight each other rather than
the game.&lt;/p&gt;
&lt;p&gt;The other three issues in the box sit on the same page, and our reading is that the post does
not connect them to MES 2.0. They are the chatbox, the Total Level text appearing in the top-left of the
screen rather than over the appropriate skill, and a tablet issue where the Special Attack
button needs a long press. Total level is the game&#x27;s running total of all your skill levels.
The Special Attack button is the on-screen button that switches on the special attack of the
weapon you are holding. The chatbox entry is three separate reports in one. The post says
some players cannot scroll it with a finger. It says it has also seen reports of the channel
buttons not responding when pressed, and that others have reported not being able to click
through the chatbox&#x27;s transparent version. We are naming them because they are on the same
page as the ones above, not because the post says the rewrite caused them.&lt;/p&gt;
&lt;h2 id=&quot;how-do-i-reset-it&quot;&gt;How do I reset it?&lt;/h2&gt;
&lt;p&gt;Two ways, and they do different amounts.&lt;/p&gt;
&lt;p&gt;The big one is a &amp;quot;Reset minimenu ordering&amp;quot; button in the settings. The post says that is the
one to use if you want to reset your existing customisations and start from scratch. The
minimenu is the game&#x27;s own name for the little list of options a right-click opens.&lt;/p&gt;
&lt;p&gt;The small one is the Reset control inside edit mode, on the row of controls in the table
above. That moves all the entries under one object back to default. Our reading is that the rest of
your setup is left alone.&lt;/p&gt;
&lt;h2 id=&quot;our-take-why-the-whole-menu-had-to-go&quot;&gt;Our take: why the whole menu had to go&lt;/h2&gt;
&lt;p&gt;Our reading is that this is the part of the post most people will scroll past, and the most
interesting thing in it.&lt;/p&gt;
&lt;p&gt;The post says that in the 2007 code, its name for the game&#x27;s original code, the order was
fairly simple to achieve: things went into
the menu already in the right order by default, apart from a few that were shifted to the
bottom. It says that order was tightly coupled to the 3D renderer. The renderer drew every
object to the screen back to front and recorded everything under the mouse as it went, which
the post says incidentally leaves a list of what was under your pointer in reverse order.
Flip it, and you have the order the menu should be in.&lt;/p&gt;
&lt;p&gt;Then two things happened, both in the post. The game&#x27;s own client kept adding to what the menu
could do: some entries had to move to the top, some had to move around walk-here, some had to
appear only while shift was held, and full reordering arrived. And the game switched to
Z-buffered rendering, a way of drawing a 3D scene that works out what sits in front point
by point instead of painting whole objects back to front, so the renderer stopped drawing
things in that neat order. Our reading
is that this is why the menu resisted patching for so long. Its order was a side effect of how
the scene was drawn, so changing one meant reaching into the other.&lt;/p&gt;
&lt;p&gt;Our reading is that the post is candid about what the rewrite cost, and that this is worth
crediting. Drag-and-drop is gone. Some walk-here setups will not carry over. Settings live on one device and stay there.
The post says the rewrite &amp;quot;will attempt to migrate&amp;quot; existing customisations and that most will
carry over. Our
reading is that this is the good kind of trade: the price is written in the same post as the
prize.&lt;/p&gt;
&lt;p&gt;Our reading is that the game took the harder repair here rather than the quicker one. We read
one of the Summer Sweep Up batch&#x27;s fixes the same way, in
&lt;a href=&quot;https://0hp.com/patches/osrs-summer-sweep-up-remaining-changes/&quot;&gt;our own coverage of it&lt;/a&gt;.&lt;/p&gt;
&lt;h2 id=&quot;what-s-next-and-none-of-it-is-dated&quot;&gt;What&#x27;s next, and none of it is dated&lt;/h2&gt;
&lt;p&gt;Nothing here joins our calendar, because the post puts no date on any of what comes next.&lt;/p&gt;
&lt;p&gt;Six issues are listed with the status words &amp;quot;Investigating&amp;quot; and &amp;quot;Issue Raised&amp;quot; as of 3
September. The post says feedback will be closely monitored and asks for thoughts and bug
reports in the #mobile-bugs channel on the game&#x27;s Discord server. It calls the Known Issues box a format it
is trialling, without saying whether it stays. And it says the new foundations let the team
add support for different styles, larger fonts and better internal debug features, none of
which is dated either.&lt;/p&gt;
&lt;p&gt;So the honest summary of what comes next is: six known issues with no fix dates, a feedback
channel, and a list of things the rewrite makes possible. We will move a date onto the
calendar when the post&#x27;s own follow-ups give us one.&lt;/p&gt;
</content>
</entry>
<entry>
<title>OSRS water sapphire and elemental jewels: where they drop and what they make</title>
<link href="https://0hp.com/patches/osrs-summer-sweep-up-remaining-changes/"/>
<id>https://0hp.com/patches/osrs-summer-sweep-up-remaining-changes/</id>
<updated>2026-09-10T00:00:00Z</updated>
<published>2026-09-02T00:00:00Z</published>
<summary>The water sapphire drops from Sea Snake Hatchlings, 1 in 64, and makes an Amulet of Water. The rest of Summer Sweep Up: stackable Unsireds and Deadman floors.</summary>
<content type="html">&lt;p&gt;Jagex, which is the studio behind Old School RuneScape, shipped the rest of its Summer Sweep
Up on &lt;strong&gt;2 September 2026&lt;/strong&gt;.
Everything landed except the pet updates, which its own note says are planned for release
within the next two weeks.
&lt;a href=&quot;https://secure.runescape.com/m=news/summer-sweep-up-miscellaneous?oldschool=1&quot;&gt;The changelog&lt;/a&gt;
is mostly small mercies: stackable Unsireds, a lectern that remembers what you were making,
inventory locking in the Seed Vault, and four amulets for spellcasters plus a fifth that
combines them.&lt;/p&gt;
&lt;p&gt;A little of the game&#x27;s own vocabulary before the numbers. An Unsired is a drop from the
Abyssal Sire, one of the game&#x27;s bosses, traded in for a reward. The Seed Vault is the storage room for farming seeds.
Runecraft is the skill that makes magic runes. GP means gold pieces, the currency. A raid is a
dungeon built for a group. And Permanent Deadman Mode, which the changelog names as such, is
a high-risk mode where dying costs a great deal.&lt;/p&gt;
&lt;h2 id=&quot;the-numbers-worth-writing-down&quot;&gt;The numbers worth writing down&lt;/h2&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Change&lt;/th&gt;
&lt;th&gt;Detail&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Necklace of Fangs&lt;/td&gt;
&lt;td&gt;+12 Ranged Accuracy, +1 Ranged Strength, 1 in 128 from Turoths; also drops from Spiked Turoths, at a rate Jagex does not give&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Elemental jewels&lt;/td&gt;
&lt;td&gt;1 in 64 each: air from Killerwatts, water from Sea Snake Hatchlings, earth from Molanisks, fire from Infernal Mages&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Elemental amulets&lt;/td&gt;
&lt;td&gt;+10 Magic Accuracy, +2 max hit, Runecraft 18 to 21 by element&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Elemental amulet, combined&lt;/td&gt;
&lt;td&gt;The four elemental amulets plus 500 runes of each element, Runecraft 30; +10 Magic Accuracy and +2 max hit on all elemental spells&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Shark lures&lt;/td&gt;
&lt;td&gt;1 lure, 50% chance of 5 ticks becoming 4; 3 lures, always 4; 5 lures, always 4 with a 50% chance of 3&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Fishing Sacks&lt;/td&gt;
&lt;td&gt;500 Molch pearls reclaimable per extra sack, from Alry the Angler&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Permanent Deadman risk floors&lt;/td&gt;
&lt;td&gt;at least 100,000 GP in alch value to attack other players, at least 500,000 near the chest; raid entry needs at least 1,000,000 AND no Deadman protection remaining&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;Alch value, in that last row, is what an item is worth when magically turned into coins.&lt;/p&gt;
&lt;h2 id=&quot;our-take-what-it-means-for-players&quot;&gt;Our take: what it means for players&lt;/h2&gt;
&lt;p&gt;The Unsired fix is the model here, and it is worth explaining, because it shows the right way
to solve this kind of problem.&lt;/p&gt;
&lt;p&gt;Unsireds could not stack because each one, in Jagex&#x27;s words, had to retain separate information
about its potential reward. Jagex moved the roll to the Font of Consumption instead. Our
reading is that this is the harder of the two available fixes and the better one. It makes
every Unsired the same item, rather than bolting on a storage exception that would have left
the oddity in place. A design fix rather than a convenience feature, and it costs the player
nothing.&lt;/p&gt;
&lt;p&gt;The same instinct runs through the rest. A lectern that remembers your last tablet. Ghommal&#x27;s
Lucky Penny working when consumed rather than worn. Inventory locks in the Seed Vault. Abyssal
Lanterns storable in Magic Wardrobes, which the changelog credits to popular request. None of
that is content. Most of it is friction with no benefit to anyone, and removing friction is
the cheapest respect a studio can pay to the people playing.&lt;/p&gt;
&lt;p&gt;Deadman is the one that will start an argument, and we think Jagex has it right. You now need
at least 100,000 GP in alch value to attack another player, and at least 500,000 near the
chest. Entering a raid area needs at least a million risked and no protection left. A player
who risks nothing can no longer farm players who risk everything. A permanent mode where players fight each other works
best when the attacker has skin in the game.&lt;/p&gt;
&lt;p&gt;The one blemish is a promise rather than a change. The pet updates would let pets follow you
into content like the Gauntlet, Fossil Island&#x27;s underwater area and various minigames, and
respawn with you on death. They did not make this batch, and Jagex says only that they are
planned for release in the next two weeks.&lt;/p&gt;
&lt;h2 id=&quot;what-s-next&quot;&gt;What&#x27;s next&lt;/h2&gt;
&lt;p&gt;Jagex plans the pet changes for the next two weeks, and lists the Phosani&#x27;s Nightmare pillar
health bars for a coldfix next week. Phosani&#x27;s Nightmare is a solo version of one of the
game&#x27;s hardest boss fights. Nothing new joins &lt;a href=&quot;https://0hp.com/calendar/&quot;&gt;the calendar&lt;/a&gt; from this batch.&lt;/p&gt;
&lt;p&gt;That coldfix note sits oddly, and our reading is that it is worth flagging. A line further
down the same page says the totems and pillars at Phosani&#x27;s Nightmare were not showing their
health accurately and have been fixed, while the Known Issues box still lists the problem as
outstanding. Jagex never says the two are the same bug.&lt;/p&gt;
&lt;p&gt;The page does carry two dated events: LANscape on 5 September, which is the studio&#x27;s own
in-person day where creators play together, and Dragonwilds 1.0 on 15 September. Both are
already on the calendar from their own announcements.&lt;/p&gt;
</content>
</entry>
<entry>
<title>Bronzeman won a majority in Old School RuneScape and lost anyway</title>
<link href="https://0hp.com/news/osrs-bronzeman-poll-supermajority/"/>
<id>https://0hp.com/news/osrs-bronzeman-poll-supermajority/</id>
<updated>2026-09-03T00:00:00Z</updated>
<published>2026-08-31T00:00:00Z</published>
<summary>Jagex&#x27;s Bronzeman vote won a majority and missed the 70 percent bar the game requires. The studio opened an in-game survey the same day to find out why.</summary>
<content type="html">&lt;p&gt;Old School RuneScape&#x27;s Bronzeman vote got more yes votes than no votes and still failed. A
change put to a vote in this game needs 70 percent to pass, which is a much higher bar than a
simple majority.
&lt;a href=&quot;https://secure.runescape.com/m=news/bronzeman-post-poll-update?oldschool=1&quot;&gt;Jagex&#x27;s own post-vote note&lt;/a&gt;,
published 21 August 2026, confirms the majority and the shortfall.&lt;/p&gt;
&lt;p&gt;Two things to know if you have never played. Jagex, which is the studio behind the game, puts
big proposed changes to a public vote, and the cache for this one says the Bronzeman poll
&amp;quot;fell short of the required 70% supermajority&amp;quot;. Bronzeman is a self-imposed mode that blocks
buying from other players.&lt;/p&gt;
&lt;h2 id=&quot;what-the-studio-said-it-did&quot;&gt;What the studio said it did&lt;/h2&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;&lt;/th&gt;
&lt;th&gt;Detail&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Result&lt;/td&gt;
&lt;td&gt;Majority yes, below the 70% bar&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Threshold&lt;/td&gt;
&lt;td&gt;70%, described by Jagex as the required supermajority for this poll&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Studio&#x27;s advance knowledge&lt;/td&gt;
&lt;td&gt;Jagex says it can see results before they are public, and prepared for this outcome&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Immediate action&lt;/td&gt;
&lt;td&gt;In-game survey, live from 11:15 UTC on 21 August&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Proposed change&lt;/td&gt;
&lt;td&gt;An optional question in future votes asking why a player voted as they did&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Next step&lt;/td&gt;
&lt;td&gt;An update once the studio is confident what, if anything, should happen&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;h2 id=&quot;our-take-what-it-means-for-players&quot;&gt;Our take: what it means for players&lt;/h2&gt;
&lt;p&gt;We are going to defend the threshold, and then criticise how it was used.&lt;/p&gt;
&lt;p&gt;A 70 percent bar is the single most valuable thing this game has. It is why the world still
feels like something its players own rather than a product shipped at them, and it is why a
studio cannot quietly reshape it in a direction the community hates. A mode that more than
half of voters wanted and fewer than seven in ten did is exactly the case the bar exists for.
Jagex publishes no percentage, only &amp;quot;a majority&amp;quot; and the shortfall. The bar held. Good.&lt;/p&gt;
&lt;p&gt;Where we would push back is the design of the vote rather than its outcome. Jagex said it saw
the result coming and had prepared for it, and that it now wants to ask people why they voted.
Asking why after the fact is a survey. Asking why on the ballot is data. The studio&#x27;s own note
says this information is &amp;quot;now much easier for us to process with the improved polling system
we have&amp;quot;, which raises the obvious question of why a proposal this contested went out without
it. A failed vote costs the community the wait and costs the studio the work, and both are
avoidable when the disagreement is legible in advance.&lt;/p&gt;
&lt;p&gt;The tone deserves credit. Jagex asks everyone to focus on &amp;quot;where did we go wrong, and what
needs to change in the future&amp;quot;. That is the right target. Our reading is that the mode failed
because the pitch did not answer the objections, and blaming voters would have been the easy
move.&lt;/p&gt;
&lt;p&gt;For anyone tracking the discussion, the studio points at the 2007Scape subreddit, the Steam
forums and its Discord, and at
&lt;a href=&quot;https://oldschool.runescape.wiki/&quot;&gt;the Old School RuneScape Wiki&lt;/a&gt; for the reference material.&lt;/p&gt;
&lt;h2 id=&quot;what-s-next&quot;&gt;What&#x27;s next&lt;/h2&gt;
&lt;p&gt;Nothing is dated. The survey opened at 11:15 UTC on 21 August, with no close given. Jagex said it would return with
an update once it knew what should happen, and as of writing it has not. So
&lt;a href=&quot;https://0hp.com/calendar/&quot;&gt;the calendar&lt;/a&gt; carries nothing for Bronzeman, and will not until there is a day to
carry.&lt;/p&gt;
</content>
</entry>
<entry>
<title>Old School RuneScape puts twelve creators in a room and lets chat sabotage them</title>
<link href="https://0hp.com/news/osrs-lanscape-5-september/"/>
<id>https://0hp.com/news/osrs-lanscape-5-september/</id>
<updated>2026-09-03T00:00:00Z</updated>
<published>2026-08-30T00:00:00Z</published>
<summary>LANscape streams from London on 5 September, 14:00 to 19:30 UTC. Four teams, in-game and real-world challenges, and viewer votes deciding the handicaps.</summary>
<content type="html">&lt;p&gt;Jagex, which is the studio behind Old School RuneScape, is running a live creator event in
London on &lt;strong&gt;Saturday 5 September 2026&lt;/strong&gt;, streamed from 14:00 to 19:30 UTC.
&lt;a href=&quot;https://secure.runescape.com/m=news/introducing-old-school-lanscape?oldschool=1&quot;&gt;Its own announcement&lt;/a&gt;
is refreshingly clear that this aims at something more relaxed than a polished esports
tournament. Twelve Old School RuneScape creators, four
teams, in-game and real-world challenges, and viewers voting on how badly to sabotage them.&lt;/p&gt;
&lt;p&gt;LANscape, which is what the studio calls the event, is its own in-person day where creators
play in one room. The four teams are named after gods in the game&#x27;s world: Saradomin, Zamorak,
Bandos and Guthix.&lt;/p&gt;
&lt;h2 id=&quot;the-four-teams-and-what-they-face&quot;&gt;The four teams, and what they face&lt;/h2&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Team&lt;/th&gt;
&lt;th&gt;Creators&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Saradomin&lt;/td&gt;
&lt;td&gt;Purpp, Potatohime, Mr Mammal&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Zamorak&lt;/td&gt;
&lt;td&gt;SoloMission, Tastylife, Sardaco&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Bandos&lt;/td&gt;
&lt;td&gt;Skill Specs, Katerena, Sick Nerd&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Guthix&lt;/td&gt;
&lt;td&gt;B0aty, Megan, MMORPG (a creator&#x27;s handle here, not the genre)&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;The in-game rounds run on a special event world, which is a separate copy of the game where
Jagex can change rules it would never touch on the live one. There is a team tileman challenge
scored on crossing as few tiles as possible. There is a boss relay of familiar bosses, one or two of which Jagex says may catch the teams
off guard.
There is a barrage race across Gielinor, the world the game is set in, with obstacles thrown
in. There is hide and seek. And there is a final showdown where players fight each other, where Jagex says points earned
earlier could help teams buy upgrades.&lt;/p&gt;
&lt;p&gt;Away from the keyboard there are gnome gliders, giant Jenga, cup-stacking and carnival games.
The announcement lists all of those as challenges Jagex is &amp;quot;looking at&amp;quot; rather than confirming.
Soup and J1mmy host.&lt;/p&gt;
&lt;h2 id=&quot;our-take-what-it-means-for-players&quot;&gt;Our take: what it means for players&lt;/h2&gt;
&lt;p&gt;This is the right way to spend a Saturday on a game this old, and the reason is the part that
sounds like a joke.&lt;/p&gt;
&lt;p&gt;The event world is the news. Jagex is making rule changes it describes as deeply irresponsible
anywhere near the main game, which is only possible because the studio is willing to build a
throwaway ruleset for one afternoon. Most publishers would either run the event inside the live
game with the handbrake on, or build a competitive format only the very best players
recognise. A tileman race and a game of hide and seek make sense to anybody who has ever
played this game, and that is exactly why they will draw an audience.&lt;/p&gt;
&lt;p&gt;Giving the vote to Twitch chat is the other good decision. Handing viewers the power to split a
teammate&#x27;s mouse and keyboard, or take away somebody&#x27;s F-keys at the worst possible second,
makes the audience a participant rather than a metric. It also, quietly, makes the competition
unfair on purpose, which removes any pressure to treat it as a ranking.&lt;/p&gt;
&lt;p&gt;Credit is the whole point of the event, so we will pass it on. Purpp, Potatohime, Mr Mammal,
SoloMission, Tastylife, Sardaco, Skill Specs, Katerena, Sick Nerd, B0aty, Megan and MMORPG are
the twelve competing. Soup and J1mmy are hosting. Jagex thanks The Skulled for the
announcement video. A game stays alive this long because those people keep showing up.&lt;/p&gt;
&lt;h2 id=&quot;what-s-next&quot;&gt;What&#x27;s next&lt;/h2&gt;
&lt;p&gt;The stream runs 14:00 to 19:30 UTC on &lt;strong&gt;5 September&lt;/strong&gt;, on the Old School RuneScape Twitch
channel. Jagex says some participating creators may also stream their own perspectives. The date is on
&lt;a href=&quot;https://0hp.com/calendar/&quot;&gt;the calendar&lt;/a&gt; with the day we last checked it against Jagex&#x27;s page.&lt;/p&gt;
</content>
</entry>
</feed>