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Home » News » Game Updates » Recent SoloScape preview, gear, store, and clan updates

Recent SoloScape preview, gear, store, and clan updates

SoloScape has had a big round of local-preview work, and this update is meant to collect the changes in one place instead of leaving them scattered across test notes, screenshots, migrations, and bridge logs.

The short version: the new SoloScape workspace is now much closer to being a connected package. The website, preview database, Java world, desktop client path, browser client path, account/profile sync, store delivery layer, and admin controls are all being moved into the same local flow.

Main workspace and v4.5 merge

The current build is centered in the main SoloScape workspace. Work from the older website-first preview has been carried forward, but the world base now uses the newer Progressive RS2 v4.5 package as the stronger Java server/client foundation.

That merge gives the project a better content and tooling baseline:

  • Classic world configuration from the v4.5 server.
  • Build/cache controls and older-build behavior.
  • Larger NPC, drop, shop, quest, and item data surfaces.
  • Better bot, shop, combat, and progression settings.
  • A more useful base for local preview packaging.

The goal is not to lose the classic feel. SoloScape is still aiming for a 377-era style world and old-school public presentation, but with enough modern operator tooling to make the package testable and maintainable.

Website and preview stack

The website has continued moving from a placeholder shell into the operating surface for the server. The local preview now includes:

  • Account signup/login and character creation.
  • Forums, private messages, suggestions, support reports, recovery, and appeals.
  • Public profiles with equipment, biography, staff badges, render snapshots, and clan display.
  • Hiscores and account/profile surfaces intended to sync from the Java world.
  • Admin dashboards for server status, webclient targets, store settings, membership settings, staff tools, and moderation.
  • A 2006-style homepage, menus, scroll panels, and public news system.

This round also adds an About page to explain what SoloScape is, where the merged project pieces came from, and how the project fits together. The full author, source, tool, and project attribution list remains on the Credits & Sources page.

Store gear and 3D render proof

The premium store gear pass is now backed by deterministic render checks instead of relying on random outfit previews. The render test page now includes dedicated sections for:

  • Store gear aliases: Armadyl godsword, Bandos godsword, Saradomin godsword, Zamorak godsword, Dragon claws, and Infernal cape.
  • Skillcape coverage: every regular and trimmed skillcape currently recognized locally, including store Sailing and staff-spawn Summoning aliases.
  • Modern gear checks: selected modern weapons and armour such as Twisted bow, Kodai wand, Ghrazi rapier, Sanguinesti staff, Bow of faerdhinen, Osmumten's fang, Voidwaker, Justiciar, Torva, Virtus, Masori, and Moons of Peril gear.

The latest proof run covered 78 deterministic new-gear render cards:

  • 8 store gear checks passed.
  • 50 skillcape checks passed.
  • 20 modern gear checks passed.
  • 0 failed render IDs in that targeted audit.

This means the new store and modern gear previews are no longer just proving amulets or a few lucky random outfits. They now prove the actual store gear, capes, and selected modern gear categories directly.

Store defaults: Bond Points only

The store is now configured to show prices in Bond Points only. Public store cards, detail pages, balances, and membership point panels no longer show cash conversion labels.

The default public earning path is referral Bond Points:

  • Store catalog: enabled.
  • Referral program: enabled.
  • Crypto payments: disabled by default.
  • Rewarded-ad Bond Points: disabled by default.
  • Store item prices: Bond Points only.

Admins can still change store feature switches from the staff settings area, but the default public experience is intentionally simpler: players see the item catalog, their Bond Point balance, and the referral program.

Website-to-world delivery path

The premium store foundation now has a controlled delivery model. Purchases are tracked through the website, queued for bank delivery, and acknowledged through the Java bridge when the world is ready.

This is why modern gear is being handled carefully. Items need more than an inventory icon before they should be sold. The review path checks source IDs, aliases, requirements, combat style data, bonuses, model/render readiness, and server delivery behavior.

Zezima bot and world-bot work

The Zezima tribute bot work is part of making the local world feel alive. The current direction is:

  • Zezima is the named special bot.
  • Follower/fan bots should use normal random player-style usernames, not hardcoded Zezimafan names.
  • The Zezima render profile has been corrected toward the intended classic look rather than the wrong hairstyle/facial hair combination.
  • Default character styling is being checked against the classic 377+ look, not RuneScape Classic screenshots.

This is still a world-runtime feature, so final proof comes from launching the Java world and seeing the bot spawn in-game.

Clan chat and profile clan display

A server-side clan chat MVP is now wired into the Java runtime patch layer. The first local version supports clan commands and clan messages in-game while keeping website sync limited to metadata.

The intended split is:

  • Clan chat messages stay in-game only.
  • The website may sync clan memberships, ranks, and the one selected clan shown on the profile.
  • A player can be ranked in multiple clan chats.
  • A player can choose one ranked clan to display on the website profile.

The website migration for profile-only clan membership is applied in preview, and the sync endpoint has been smoke-tested. The deeper RS-style client clan tab, bottom chat toggle, and full tab UI remain a larger client patch task.

Browser client and desktop client

The webclient path continues to use CheerpJ so the legacy Java client can run in modern browsers without the old Java plugin. The webclient surface includes target diagnostics, fixed/resizable paths, and local launch proof.

The desktop client path keeps the SoloScape branding and the preferred classic client shell. The target is a local-first package where a tester can start the website, database, Java world, desktop client, and browser-client route from the same preview folder.

Current alpha direction

SoloScape is still alpha. The priority is local correctness before public promises:

  • Make the preview database migrate cleanly.
  • Keep root and preview files synced.
  • Make render pages prove actual gear coverage.
  • Keep Java runtime patches compiling and packaged.
  • Keep the website profile/store systems tied to real game state.
  • Avoid storing in-game chat logs on the website unless a feature explicitly needs metadata.
  • Keep credits and source attribution visible.

This update is a consolidation pass: less scattered prototype work, more connected SoloScape package.


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