Difference between revisions of "Patch Notes"

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(Add patch notes for patch Beta 0.25.4 - o i i a)
 
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<onlyinclude>
 
<onlyinclude>
=====Beta 0.22.5 - Tech Debt? What's That?=====
+
=====Beta 0.25.4 - o i i a=====
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
! width="150"|April 30, 2025
+
! width="150"|December 3, 2025
! width="150"|Beta 0.22.5
+
! width="150"|Beta 0.25.4
! width="650"|Tech Debt? What's That?
+
! width="650"|o i i a
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''Changes to the Login System requires you to login again, this is normal'''
+
I'm surprised the host isn't down yet, honestly.
  
This Update is mostly technical stuff.
+
'''Hotfix'''
  
'''Game Changes'''
+
:* Castle doors fixed
 +
:* Fix some combat layering
 +
:* Group cosmetic changes are immediate
 +
:* Fix mugshots
 +
:* Allow negatives and decimals in input
 +
:* Hide tools if they're unused in loadouts
 +
:* Draggable action queue + using arrow key as keybinds
 +
:* Fix druidism description
 +
:* Step description as trigger string
  
:* Remove market warning for renaming unnamed items
+
'''Some Background Work'''
:* Added the Wiki Madness 2 reward icons
 
  
'''Technical Changes'''
+
C3.0 is coming along swimmingly.
  
:* Completely overhauled the login/authentication system to be more consistent. This will allow ''much'' better support for logging in across multiple devices and sources, i.e. different web browsers, mobile devices, Steam, apps, etc.
+
There are now ~130 monsters, 500+ equipment, 14 dungeons, and 8 base zones + their elite challenges. There's a base set of 60+ combat achievements (more incoming) and there's a plan to rewrite/add more combat quests.
:* Cleaned up ''thousands'' of lines of really old, messy code.
 
:* Updated our email system, hopefully improving the lost email problems.
 
:* Added a lot more optimizations to various interactions, potentially increasing server performance by a good amount. This should be most noticeable during times of high load, i.e. catch-up or Madness.
 
:* Lots of misc. package clean up.
 
  
There will almost certainly be bugs, please make sure to report them!
+
Lots of work!
  
I am tired of technical stuff and I will focus on gameplay changes for a bit.
+
ok bye again
 
|}
 
|}
  
=====Beta 0.22.4 - Oops, all WIP=====
+
=====Beta 0.25.3 - hello=====
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
! width="150"|April 19, 2025
+
! width="150"|November 12, 2025
! width="150"|Beta 0.22.4
+
! width="150"|Beta 0.25.3
! width="650"|Oops, all WIP
+
! width="650"|hello
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
This is mostly just to reboot the server, but I may as well push out a few of the minor changes we've made so far.
+
'''hi'''
  
'''This update's changes'''
+
:* correct pendants to not affect cooking prep
 +
:* fix cookie buff strength 1 -> 2
 +
:* more consistent affix tooltip descriptions
 +
:* huge technical overhaul to how we render H A N D S (ty silent) in advance of new stuff
  
:* New Glass Ranger asset
+
'''ok bye bye'''
:* Elite Scrolls increase mob counts per wave when difficulty is increased high enough (check tooltips)
 
:* Can only set referral codes within a week of account creation
 
:* Mantis Shrimp equipment now also requires mystical driftwood
 
 
 
'''More Details on WIP Stuff'''
 
 
 
:* Currently entirely rewriting the login system entirely to make it more robust and better at handling multi-platforms. This is primarily a technical task, but it should also improve the logging in experience immensely for people who play on multiple devices (i.e. mobile, steam, etc.)
 
:* Lots of improvements to Skilling/Production that should smooth out pain-points and make gameplay more consistent and enjoyable. Includes several reworks as well as more content!
 
:* So many technical updates. Just an absolute mess of them. Each one takes about a week just to get started, a week to fix obvious issues, and then a week of fixing edge cases, and that's just the optimal timeline.
 
:* "Combat 3.0"; taking a huge look at the current state of combat and all the features that have been slowly added and reconsidering everything. This is very early (still design notes phase), but the basic goals are to make every combat style feel AND sub-style unique and viable (even in non-optimal zones) as well as ensuring all the recent combat mechanics and features are available throughout the progression instead of only properly existing in the content it was introduced with.
 
 
|}
 
|}
  
=====Beta 0.22.3 - busy bees=====
+
=====Beta 0.25.2 - Polishing???=====
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
! width="150"|April 2, 2025
+
! width="150"|October 30, 2025
! width="150"|Beta 0.22.3
+
! width="150"|Beta 0.25.2
! width="650"|busy bees
+
! width="650"|Polishing???
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''0.22.3a'''
+
'''hello'''
 +
 
 +
Lots of polishing work by f1sh this week! Woohoo!
 +
 
 +
'''''UI Changes'''''
  
:* Fix inventory search bar not working
+
:* Enabled selling into a buy order with items exclusively in market listing
:* Improve the filter panel a bit
+
:* Fix ordered queue ordering (augmenting/scrapping)
:* Raised the hard cap max level from 255 to 1024
+
:* Corrected the descriptions for a handful of affixes
 +
:* Fixed +25 achievement description
  
im so tired
+
'''''F1sh's Massive Click Overhaul'''''
  
there's a lot of WIP stuff that's still not ready to launch yet that's been taking up a lot of our time, hopefully ready by next week (or at least in a state where we can start getting feedback on it / testing)
+
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:
  
'''Fixes'''
+
:* Accidentally selling into a buy order as the order appears.
:* Fix monster paths
+
:* User never sees the "Offline Progress" dialog when logging in.
:* Fix new monster enchantment handling not applying to mercs properly
+
:* Users with motor impairments can accidentally close dialogs as they appear.
:* Fix some name change stuff
+
:* 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.
:* Exclude some quests from the available quests notification
+
:* Lag spikes causing user to attempt initiating actions or dialogs.
:* Fix missing quest completed popup
 
  
'''balance'''
+
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.
:* bestial shawl agility betterer
 
:* ice spells have generally longer cooldowns
 
:* ancient ice age bonus halved
 
:* melter smelter / original superheat correctly consume the ore that made the bar instead of just giving a free bar
 
:* shrimp gear crafting and augmenting reqs adjusted to fit the hybrid nature more
 
  
'''UI stuff'''
+
:* Most form elements, especially those with easily-reversible click effects (eg. checkboxes, text fields, etc...) do not receive a delay.
:* options to hide group chat, activity logs, or all of chat entirely
+
:* 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.
:* moved the inventory filter out of the cog panel by default, you can swap the behavior back to only being in the cog panel in chat settings
+
:* Some dialogs, such as achievements, level messages, and offline progression, receive a longer delay to give users more time to mentally register them.
:* improvements to chat and inventory rendering to improve performance a bit when under high load situations (big madness)
+
:* Actions with an effect, such as starting/stopping an action or donating gold, receive a debounce delay.
:* fix dark vault hiscore icon using the wrong key image
+
:* 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 0.22.2 - Mostly Fixes=====
+
=====Beta 0.25.1 - Tweaks and Fixes=====
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
! width="150"|March 27, 2025
+
! width="150"|October 17, 2025
! width="150"|Beta 0.22.2
+
! width="150"|0.25.1
! width="650"|Mostly Fixes
+
! width="650"|Tweaks and Fixes
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''0.22.2a'''
+
'''hi'''
:* Rework how monsters consume buffs to match the behavior of players (consume at end of action loop instead of immediately); this fixes some inconsistent behavior when monsters use AOEs
 
:* Made the season warnings larger
 
  
'''Coming Soon^TM'''
+
:* align total levels and player count in header
:* Reworks to how you obtain skilling dungeons
+
:* added missing shop items to group ironman mode
:* Lots of misc. technical improvements and clean up
+
:* other backend stuff
:* Steam client playtest
 
  
'''Fixes'''
+
bye, until next time!
:* Fix some missing images and paths for monsters
 
:* Enhanced Stun debuff from 99% accuracy cap to 99.99% so it "skips" the attack of raid bosses more consistently
 
:* Fix agility cap in UI
 
:* Fixed saving invalid loadout
 
:* Fix Fishing Mastery II description
 
:* Extended the Pre-Launch ending again^again^again
 
 
 
'''UI'''
 
:* Remove equip button for cosmetics
 
:* Notification when you're below the global flood limit now says what level you need to begin chatting
 
:* Show personal donation per shrine tier
 
:* Formatting some enchanting xp
 
 
 
'''Balance'''
 
:* Elites in the Lava Maze quest count for more progress than normals
 
:* EKLB higher up front crystal scale crafting cost, but removed entirely from augmenting/researching with void ammo cost going up slightly
 
:* Lance now uses 1 mith/iron/styg instead of just 5 styg, also uses less obby glass (10 -> 2)
 
 
|}
 
|}
  
=====Beta 0.22.1 - Magic Magic=====
+
=====Beta 0.25.0 - Group Ironman=====
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
! width="150"|March 20, 2025
+
! width="150"|October 10, 2025
! width="150"|Beta 0.22.1
+
! width="150"|Beta 0.25.0
! width="650"|Magic Magic
+
! width="650"|Group Ironman
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
 +
'''GROUP IRONMAN???'''
  
'''UI'''
+
yes, 5 people
:* Some cooking text should shift around less
 
:* Highlight currently active node in tooltip
 
:* Share button in quest completion popup
 
:* Fixed a couple enchantment icons
 
:* Format expected damage in ability tooltips
 
:* Format hit multipliers
 
:* Format quest XP
 
:* Format item turn in amount
 
:* Live updated fishing chances in UI
 
:* Fix item rename dialog
 
  
'''Balance'''
+
'''what else'''
:* Chaos Rends now have slashing affinities
 
:* Chaos Crest is rarer from demons, but now added to Smithing dungeon tables
 
  
'''Fixes'''
+
stuff idk
:* Fix some inadvertant drops that are kinda spoopy
 
:* Deep Pit now counts for mining set quest
 
:* Clothweaving counts for Runecrafting set quest again
 
 
 
'''AI Placeholder Stuff'''
 
:* I replaced a lot of the more egregious placeholder assets for monsters with slightly less unsightly/memey images from one of the newer models that came out recently.
 
:* These are still placeholders.
 
:* Since IS isn't some AAA company or has a ton of funding everyone from devs to artists kind of do things as they have the time, and art can take a long time to do. We intend to replace the assets with properly handdrawn pieces when possible, but in the meantime the generated images help communicate what we had in mind for the actual appearance of the monsters.
 
 
|}
 
|}
  
=====Beta 0.22.0 - Magic Catastrophe Rerun=====
+
=====Beta 0.24.4 - The Sun Is Setting=====
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
! width="150"|March 12, 2025
+
! width="150"|October 1, 2025
! width="150"|Beta 0.22.0
+
! width="150"|Beta 0.24.4
! width="650"|Magic Catastrophe Rerun
+
! width="650"|The Sun Is Setting
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
 +
'''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.
  
'''0.22.0b'''
+
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.
:* Fix some madness messages in general
 
:* Add some sanity caps to some enchantments
 
:* Enchantment Procs setting set to false by default on madness leagues
 
:* Toned down a few madness specifics (it's still chaos spam, I just reverted some of the early boosts)
 
  
'''0.22.0a (and previous bug fixes)'''
+
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.
:* Researcher of the Past disabled (it was not meant to be accessible and gave a key on every action lol)
 
:* Fixed double using tokens
 
:* Fix some more edge case group issues
 
:* Elite Scrolls / Dungeon Keys do not announce and do not count towards +25 quests/achievements
 
:* Fix being able to gift bonds to people who are already subbed
 
:* Disabled a handful of monster-only buffs from madness since they have no effect on players (and if they did they would make players beyond absurdly OP)
 
:* Fix DOT Dealer UI display
 
:* Technical improvements for combat defender/attacker stuff
 
:* Fix Easily Enraged not working as intended
 
:* Technical improvements to health refilling
 
:* Optimized and consolidated notifications
 
:* Fix madness messages going into General
 
:* Madness decreases slower
 
:* Maxing a skill gives 2 hours of a buff (up from 1)
 
:* We will manually add a bunch of buffs after this update goes live
 
:* Magic Catastrophe Rerun now has access to gem packages and sealed scrolls like normal IM league
 
  
'''Magic Catastrophe Rerun'''
+
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.
:* We will be running the much beloved Magic Catastrophe season again!
 
:* As a refresher, the Magic Catastrophe season focuses on granting a ton of random buffs from the Shrine. Additional buffs can be gained by completing various milestones, such as completing a Master level quest/achievement or getting the max level in a skill.
 
:* This season snowballs HARD and the buffs it can give can reach incredibly absurd levels; it will not be uncommon to log in and see a random skill has >10k effective level or one of the combat styles has become effectively immortal for a few hours.
 
:* The rerun will be Ironman only, sorry market moguls!
 
:* Also, it will use the new XP scaling formula in use in the Pre-Season season (which will continue to run in parallel with the new season).
 
  
'''Bonds'''
+
I will continue to restart the server to keep it running (mostly) smoothly, as well as push any patches that the CCs prepare.
:* Bonds are being introduced in this update!
 
:* Bonds are a way to gift a month of IS+ and the standard monthly plat to another community member, similarly to something like a Twitch Subscription. To celebrate our most charitable members, sub gifts are announced in the chat (though you can choose to gift anonymously)!
 
:* Gifter get a fancy new icon to show their charitable spirit with a few different tiers, mirroring the icons given from donating or getting referral tiers.
 
:* Please don't use this for Real World Trading, that's against the rules and we can see it :)
 
  
'''Fixes'''
+
Who knows what the future holds, though?
:* Fix Illegal Gun Parts image
 
:* Fix hunter gatherer node UI
 
:* Correct crit damage in tooltips
 
:* Fix dupe status text + other status text issues
 
:* IS+ Shrine notification dot + setting
 
:* Fix referral plat sometimes not being added
 
:* Fix Wand of the Phoenix having the wrong critical type
 
:* Fix combat hiscores not using the latest username for a character
 
:* Fix RC guide talisman blurb
 
:* Fix Overgrowth applying to Totems
 
:* Fix market button for items without a vendor value
 
:* Fix group related crashes
 
  
'''Balance'''
+
'''Today's Patch'''
:* Nerfed Hunter Gatherer frequency boost so it's not Old Superheat, Foraging edition
 
:* Affinity clash is now additive rather than multiplicative, i.e. 2 vs 0.7 = 2.3 instead of ~2.86. This improves the smaller differences (1.4 vs. 1.2 = 1.2 instead of 1.17) but keeps large ones from maxing out quickly
 
:* Raised global max difficulty in zones from 30 to 50
 
:* Raised cap for keys/dungeons to +40 from +20
 
:* Weaker fire spells now use Lesser Overheating instead of Overheating
 
:* Reduced Boar and Wolf melee defensives from 1.4 to 1.2
 
:* Significantly reduced dodge chances for non-elite elves
 
:* Elves are now slightly weak to piercing and slashing damage
 
:* Cannon base attack speed changed from 3.4 to 4.4 since range has several options to increase attack speed
 
:* Bag of Holding proc chance per strength lowered from 33% to 15% (this means a max bag of holding is no longer a guaranteed proc, but a 45%
 
:* Deep Pit encounter now has a unique demon with bonus mining related drops
 
:* Increased chance to generate prismatic extract in cooking by ~10%
 
  
'''New Stuff'''
+
:* Adjust disconnect sometimes killing sessions
:* DOT Dealer enchant, increases DOT damage multiplicatively up to a cap
+
:* Fix some farming issues
:* Easily Enraged talents, gives a chance to enrage when struck and damaged
+
:* Fix dungeon key drop level
:* New UI for determining a zone's intended style and level range at a glance
+
:* Fix some cases of sapphire rolls in smithing
 
|}
 
|}
 
</onlyinclude>
 
</onlyinclude>

Latest revision as of 07:01, 4 December 2025


Beta 0.25.4 - o i i a
December 3, 2025 Beta 0.25.4 o i i a

I'm surprised the host isn't down yet, honestly.

Hotfix

  • Castle doors fixed
  • Fix some combat layering
  • Group cosmetic changes are immediate
  • Fix mugshots
  • Allow negatives and decimals in input
  • Hide tools if they're unused in loadouts
  • Draggable action queue + using arrow key as keybinds
  • Fix druidism description
  • Step description as trigger string

Some Background Work

C3.0 is coming along swimmingly.

There are now ~130 monsters, 500+ equipment, 14 dungeons, and 8 base zones + their elite challenges. There's a base set of 60+ combat achievements (more incoming) and there's a plan to rewrite/add more combat quests.

Lots of work!

ok bye again

Beta 0.25.3 - hello
November 12, 2025 Beta 0.25.3 hello

hi

  • correct pendants to not affect cooking prep
  • fix cookie buff strength 1 -> 2
  • more consistent affix tooltip descriptions
  • huge technical overhaul to how we render H A N D S (ty silent) in advance of new stuff

ok bye bye

Beta 0.25.2 - Polishing???
October 30, 2025 Beta 0.25.2 Polishing???

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
October 17, 2025 0.25.1 Tweaks and Fixes

hi

  • align total levels and player count in header
  • added missing shop items to group ironman mode
  • other backend stuff

bye, until next time!

Beta 0.25.0 - Group Ironman
October 10, 2025 Beta 0.25.0 Group Ironman

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

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

  • Adjust disconnect sometimes killing sessions
  • Fix some farming issues
  • Fix dungeon key drop level
  • Fix some cases of sapphire rolls in smithing


Patch Notes by Year
2025 · 2024 · 2023 · 2022 · 2021 · 2020