Mobilising Armies is a new multiplayer combat minigame, but instead of controlling your avatar you’ll be controlling a whole battalion, deploying your squads with tactical precision and trying to second-guess the intentions of your opponents. There are four different scenarios to play in: Conflict, Siege, Hoard and Rescue. Each presents its own set of challenges, such as building catapults, collecting resources and stealing from your opponents, to name just a few. Don’t worry about finding three other players, though: when you turn up at the command centre the officers will arrange your match for you.
As we all know, war isn’t cheap, so with Mobilising Armies we are introducing a commodity-exchange system. If, after training a skill, you’re left with a lot of commodities that you don’t need yourself (e.g. a surplus of jewellery after training Crafting), you’ll be able to trade them in at the command centre for investment credits, which can then be exchanged for squads and special units, such as cannons, barricades or exploding chinchompas. You can also choose to stake investment credits in an impending battle for a larger payout of reward credits, which can in turn be spent on additional items.
There are a variety of rewards for victorious commanders, including quest kits that let you hold much-needed questing tools in one inventory slot, resource locators that’ll teleport you directly to resources such as mining spots and trees, and “spoils of war”, which are a selection of resources, gold and items that will allow you to train your skills further
Good luck, and enjoy!
Mod Tim, Lead Content Developer, and Mod Maz, Content Developer and Queen of the Squirrels
(For a look at some of the technical challenges we've faced in developing this minigame, take a look at this recent blog post from Andrew, titled Mobilising Armies.)
Mobilising Armies can be found south of the Feldip Hills and west of Oo'glog. You can get there using any of the following:
There are no requirements to start playing, but to keep playing you’ll need tradeable commodities.
In other news...
We’ve added the ability for you to make notes. To access this new feature, click on the notes icon at the bottom-right of the screen. This remarkably simple system enables you to leave up to 30 notes for yourself, each of which can be up to 50 characters long.
On a related note, any invalid player names saved in your Friends/Ignore lists have been marked with a *. From now on, you will only be able to add valid player names to your Friends/Ignore lists.
We’ve also moved the Summoning interface’s functionality to the Summoning icon next to the minimap - simply right-click on this icon for all your pet/familiar needs. We’re aware this leaves a blank ‘stone’ on the interface; there is another new feature planned to go in that space.
We've added an alternative sitting position when you rest. You can toggle how you sit by clicking rest again to choose your preferred pose.
Zanik's crossbow can now be used with many more varieties of bolts. It seems that it only used a small selection beforehand.
The filter for the quest list will no longer remove quests you've already started.
Summoning scrolls should no longer interfere with special attack energy replenishing.
You can no longer use fairy rings while you are tele-blocked. This seemed a bit inconsistent with other areas of the game.
You can now take familiars over the bridge towards Zamorak in the God Wars Dungeon, so you don't have to dismiss them and then summon them again after crossing.