Build checklist for testers, players, and us. Done means it works in a world; Live means it is on production for players. Nested rows show how close a family is to finished.
Systems Section 3 / 20
Player systems
Stats, recovery, storage, death, and game modes, including persistence and in-game checks.
Melee combat XPDoneAccurate/Aggressive/Defensive/Controlled grant Attack/Strength/Defence/shared + Hitpoints on hit.
Level-up fireworks / feedbackDone
Combat level formulaDone
XP caps, fractional gains, and multi-level rewardsDoneCombat awards preserve tenths through live storage, including controlled attacks, Hitpoints, defensive magic, and spell base XP on splashes. All skill/rate caps and rescaling are tested. A TCP world test verifies a multi-level award, reward packets, the 200 million cap, and saved XP on relog.
Boost decay, drained stats, Rapid Restore, and PreservePlannedCover boosts above 99, per-stat recovery clocks, prayer modifiers, and overhealed Hitpoints.
Complete item weights and run-energy modifiersPlannedCover equipment weight, graceful sets, stamina, Agility boosts, depletion, and the run toggle.
Poison, venom, disease, and protection timersPlannedApply, refresh, cure, expire, and display each supported effect; define death and logout behaviour.
Stat boosts and restoresDoneExpanded potion formulas, boosts above 99, drained-level restoration, holy wrench and per-minute stat recovery.
Run energy and weightDone2024 drain/regen formulas; weight from ObjWeightTables; UPDATE_RUNENERGY/WEIGHT.
Hitpoints recovery and regeneration equipmentBuildingRecovery continues in combat. Rapid Heal and Hitpoints capes shorten the interval; a regen bracelet doubles healing. Overhealed Hitpoints decay once per minute regardless of recovery equipment. Rapid Heal flicks reset that decay clock. Dead players cannot regenerate.
Storage
InventoryDone
Item transfers preserve quantities at capacity limitsBuildingBank deposits preserve noted items when a stack is full. Trade receipts check the whole offer before moving anything. Shop purchases and sales validate item, coin, and stock capacity together. Grand Exchange collection checks items and change as one transfer and preserves rejected claims.
Drop whole stacks with ownership protectionBuildingInventory drops move whole stacks; untradeables stay owner-only for three minutes. Destroy-only items use the stock confirmation dialogue and reject stale or repeated confirmations. Ordinary NPC loot uses separate tradeable and untradeable lifetimes. Hidden piles are excluded from other accounts’ updates.
EquipmentDone
Bank storage, tabs, rearrangeDone
Deposit boxDone
Bank PINDone
Looting bag (Wilderness)PlannedInclude acquisition, capacity, Wilderness deposit gates, bank withdrawal, UIM restrictions, contents on death, and persistence.
Rune pouchPlannedInclude normal and divine capacity, fill and empty controls, rune selection, spell consumption, bank interaction, death, and persistence.
Seed vaultPlannedInclude Farming Guild access, accepted seeds and saplings, deposit and withdrawal, capacity, UIM gates, and persistence.
Bank PIN delays, recovery, and protected storage accessPlannedAudit setup, failed attempts, change and removal delays, relog locking, and every storage entry point.
Death
Death and respawn2 / 2 done
Alpha Lumbridge respawn (HP restore, no loot loss)Done
Decide keep/lose rules for alpha → productionDoneAlpha deaths explicitly keep every item. Unsafe loss stays disabled until gravestone storage and reclaim ship as one recoverable flow.
Unsafe death lootPlannedShip with durable recovery: value-based protection, skull and Protect Item rules, untradeables, fees, and Wilderness exceptions.
Safe death (instances / minigames)PlannedGive each activity an explicit death policy, return location, state reset, and Hardcore status rule.
Gravestone timer and reclaimPlannedCover grave location, online timer, fees, full inventory, repeated deaths, and recovery after relog or restart.
Death's Office and durable item reclaimPlannedMove expired graves to recoverable storage and make payment plus reclaim atomic. Never enable unsafe item removal without this recovery path.
Death resets effects and respects respawn unlocksPlannedReset combat, queued actions, prayers, temporary effects, and resources in the correct order; apply the selected unlocked respawn location.
Clear death message (what you lost)DoneAlpha safe death: stock line plus "You have lost nothing."
Game modes
NormalDone
IronmanDone
Hardcore IronmanDone
Ultimate IronmanDone
Group IronmanPlannedInclude group creation and invitations, membership changes, group storage, transfer limits, prestige, shared lives, and persistent group state.
Mode rules enforced in trade / GE / pickupDone
Loot ownership survives relog and player-slot reuseDoneVerified in a running world over TCP: another account reusing the owner’s old player slot cannot take the pile; the original owner reconnects on a different slot, receives the ownership replay, and successfully picks it up.
Ironman shop and combat-assistance restrictionsPlannedCover shared shop stock, other-player damage, support spells, and indirect transfers across all Ironman modes.
Hardcore status loss and UIM death recoveryPlannedExercise actual unsafe and safe deaths, persist Hardcore downgrades, and apply UIM-specific storage and recovery rules.
Named XP rates + rescale previewDone
Persistence and verification
Relog preserves resources, boosts, and timed effectsBuildingCurrent Hitpoints, Prayer, other live stats, and run energy persist through saves and both login paths. A reconnect during death resumes the death flow. Older saves retain their documented defaults.
Player saves survive reconnects, restarts, and failed writesPlannedTest concurrent login replacement, snapshot migration, interrupted writes, and repeated actions without lost or duplicated progress.
Player systems pass a complete in-game verificationPlannedUse two accounts in every supported mode to verify stats, recovery, storage, death, and reconnects through RSProx. Record results before marking the area complete.