Difference between revisions of "Patch Notes"
(Add patch notes for patch 0.25.1 - Tweaks and Fixes) |
(Add patch notes for patch Beta 0.25.2 - Polishing???) |
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| + | =====Beta 0.25.2 - Polishing???===== | ||
| + | {| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude> | ||
| + | ! width="150"|October 30, 2025 | ||
| + | ! width="150"|Beta 0.25.2 | ||
| + | ! width="650"|Polishing??? | ||
| + | |- | ||
| + | | colspan="3" | | ||
| + | '''hello''' | ||
| + | |||
| + | Lots of polishing work by f1sh this week! Woohoo! | ||
| + | |||
| + | '''''UI Changes''''' | ||
| + | |||
| + | :* Enabled selling into a buy order with items exclusively in market listing | ||
| + | :* Fix ordered queue ordering (augmenting/scrapping) | ||
| + | :* Corrected the descriptions for a handful of affixes | ||
| + | :* Fixed +25 achievement description | ||
| + | |||
| + | '''''F1sh's Massive Click Overhaul''''' | ||
| + | |||
| + | Aims to prevent accidental clicks for the most common cases. Primarily aiming to prevent accidental double clicks from having a difficult or impossible to reverse action, and aims to give the user time to recognize that new elements have appeared before they can interact with them. For example: | ||
| + | |||
| + | :* Accidentally selling into a buy order as the order appears. | ||
| + | :* User never sees the "Offline Progress" dialog when logging in. | ||
| + | :* Users with motor impairments can accidentally close dialogs as they appear. | ||
| + | :* User clicks "Start" on an action and believes the action is going, then clicks away. This could also be improved by creating contrasting button states (eg. green/blue vs red) that are easy to distinguish from a glance. | ||
| + | :* Lag spikes causing user to attempt initiating actions or dialogs. | ||
| + | |||
| + | All interactable elements have been evaluated for whether they should receive an initial delay upon the elements creation, a debounce delay for repeated interactions, or no delay. | ||
| + | |||
| + | :* Most form elements, especially those with easily-reversible click effects (eg. checkboxes, text fields, etc...) do not receive a delay. | ||
| + | :* All dialogs/modals/prompts now have a delay preventing closure before the user has time to register their fresh existence, and automatically propagates that delay to applicable child elements. | ||
| + | :* Some dialogs, such as achievements, level messages, and offline progression, receive a longer delay to give users more time to mentally register them. | ||
| + | :* Actions with an effect, such as starting/stopping an action or donating gold, receive a debounce delay. | ||
| + | :* Actions with a reversible effect, such as sorting or filtering, receive no delay. | ||
| + | |||
| + | '''''Other Changes''''' | ||
| + | |||
| + | :* Change maximum number of action queue failures from a hardcoded 5 to match the user's queue length | ||
| + | :* Shrimp no augmenting kill augmenting shrimp no more shrimp | ||
| + | :* Adjusted how inventory updates are sent to reduce network traffic and bandwidth usage; this was a much smaller part of a larger project that's not ready yet unfortunately | ||
| + | |||
| + | goodbye! | ||
| + | |} | ||
| + | |||
=====Beta 0.25.1 - Tweaks and Fixes===== | =====Beta 0.25.1 - Tweaks and Fixes===== | ||
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It's still next up after C3.0, which is still under development. Things have been going at a steady pace for that project, but things have continued to be busy IRL which limits my time to work on it. | It's still next up after C3.0, which is still under development. Things have been going at a steady pace for that project, but things have continued to be busy IRL which limits my time to work on it. | ||
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Revision as of 13:15, 31 October 2025
Beta 0.25.2 - Polishing???
| October 30, 2025 | Beta 0.25.2 | Polishing??? |
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hello Lots of polishing work by f1sh this week! Woohoo! UI Changes
F1sh's Massive Click Overhaul Aims to prevent accidental clicks for the most common cases. Primarily aiming to prevent accidental double clicks from having a difficult or impossible to reverse action, and aims to give the user time to recognize that new elements have appeared before they can interact with them. For example:
All interactable elements have been evaluated for whether they should receive an initial delay upon the elements creation, a debounce delay for repeated interactions, or no delay.
Other Changes
goodbye! | ||
Beta 0.25.1 - Tweaks and Fixes
| October 17, 2025 | 0.25.1 | Tweaks and Fixes |
|---|---|---|
|
hi
bye, until next time! | ||
Beta 0.25.0 - Group Ironman
| October 10, 2025 | Beta 0.25.0 | Group Ironman |
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GROUP IRONMAN??? yes, 5 people what else stuff idk | ||
Beta 0.24.4 - The Sun Is Setting
| October 1, 2025 | Beta 0.24.4 | The Sun Is Setting |
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Sunsetting Hey everyone, Idlescape will be entering the sunsetting stage after this patch goes live. This means we'll stop accepting microtransaction purchases and move from active development to just maintenance. The game will continue running until our rented time expires on the last day of November. IS+ will be globally given to all players until the time expires and I will manually cancel further recurring payments for all existing subscriptions. Working on Idlescape and playing with you all has made for an incredible last few years, but with growing time constraints IRL and the volunteer-style team backing the game it is no longer feasible to continue supporting the game as it is. A couple weeks ago we explored the option of pushing to 1.0 once legal hurdles had been handled, but the sheer amount of work we have to do with the little time we have to do it means this year+ indefinite pre-1.0 state would keep going. Not only this, but if we did push to 1.0, the workload would only increase. The scope of the game is just excessively large for a purely volunteer team to handle without burning out. That said, with the last legal hurdles (TL;DR IP Rights) handled, there are still several avenues for Idlescape to continue, even if only spiritually. The existing codebase and assets will continue to exist so that personal projects from the team may pop up; I (Nick) will probably start tinkering with a much more limited scope game using what I've learned and made over the last few years, but I don't expect to have something playable for a while. The Discord will remain open and what we do is up to the community. I'm leaning towards keeping the main chat channels open and archiving the rest. I'm personally going to share whatever I'm up to there and to keep up with y'all and the team. I will continue to restart the server to keep it running (mostly) smoothly, as well as push any patches that the CCs prepare. Who knows what the future holds, though? Today's Patch
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Beta 0.24.3 - FINE YOU CAN HAVE THE BACKPACK AUG COST CHANGED
| September 25, 2025 | Beta 0.24.3 | FINE YOU CAN HAVE THE BACKPACK AUG COST CHANGED |
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UI Changes
Bug Fixes
Balancing
Other News f1sh has joined the team as a community contributor! say hello! | ||
Beta 0.24.2 - New Old Management
| September 18, 2025 | Beta 0.24.2 | New Old Management |
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Fixes
Yes, market is being re-enabled. Game News So as y'all have known for a long while, 1.0 / Steam have been on the horizon for over a year. The primary blocker for this hasn't been a technical one for a long time, but has been a management/legal issue (the hopefully final of many). Without going into too much detail, the company ownership was split in such a way that made finalizing things difficult, but everything is getting fully consolidated by the end of this month. This may result in some service hiccups as we have to transfer some technical things around / get new contracts setup, but I don't expect that to take more than a day (if things go smoothly). This may not immediately affect the game development, but that frees us up to do what we need to do to further the game. So, Steam Soon? It's still next up after C3.0, which is still under development. Things have been going at a steady pace for that project, but things have continued to be busy IRL which limits my time to work on it. | ||
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