Difference between revisions of "Patch Notes"

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(Add patch notes for Beta 0.22.8 - Fixes and News)
(Add patch notes for patch Beta 0.25.4 - o i i a)
 
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<onlyinclude>
 
<onlyinclude>
=====Beta 0.22.8 - Fixes and News=====
+
=====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"|May 21, 2025
+
! width="150"|December 3, 2025
! width="150"|Beta 0.22.8
+
! width="150"|Beta 0.25.4
! width="650"|Fixes and News
+
! width="650"|o i i a
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''0.22.8 Changes'''
+
I'm surprised the host isn't down yet, honestly.
  
:* Potentially fixed inactive character bug
+
'''Hotfix'''
:* New platinum chat icon
 
:* Prevent floating point errors in affix star calc
 
:* Misc technical fixes
 
  
<span style='font-size:1.4rem'>'''What's Coming Soonish'''</span>
+
:* 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
  
<span style='font-size:1.2rem'>'''These are WIP, not in this update!'''</span>
+
'''Some Background Work'''
  
'''Group Ironman'''
+
C3.0 is coming along swimmingly.
  
A new Ironman gamemode where you can party up with a group of (currently) up to 5 other characters with access to a shared inventory.
+
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.
  
You will be able to have multiple Group Ironmen characters in the same group from the same account, meaning that you can run your own solo Group Ironman Party.
+
Lots of work!
  
Right now the basic functionality for this gamemode is implemented, but we need to implement a proper UI as well as group based leaderboards still.
+
ok bye again
 
 
'''Player to Player Trading'''
 
 
 
A basic trading system for far more convenient trading between players. This will probably launch in its own gamemode/season at first as well as have far more lenient "Boosting" rules related to them.
 
 
 
The UI for this system is pretty rough right now, but the functionality is all there.
 
 
 
I expect a playtest for the above in the next week or two before it goes to live.
 
 
 
'''Combat 3.0'''
 
 
 
This is a massive overhaul of combat to make it far more intuitive. The tl;dr if you haven't followed the discussion on discord is that overly complicated systems will be simplified so that you can understand it more easily at a glance, as well as make both niche and hybrid playstyles more viable across the board.
 
 
 
On a technical level we will be rewriting combat almost entirely from scratch, using what we've learned with the current system to drive a far more performant and easily balanceable system. We specifically want to add proper support for a combat simulator!
 
 
 
'''Why this stuff?'''
 
 
 
Group Ironman and Trading has been planned since the refactor of the game a few years back and I had a random burst of inspiration to work on them because I just really wanted to.
 
 
 
The Combat 3.0 rework is aimed to fix a lot of the outstanding issues that the current combat system has, from highly unnecessary levels of complexity to the balancing issues that it brings.
 
 
|}
 
|}
  
=====Beta 0.22.7 - More WIP Soon^Soon=====
+
=====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"|May 14, 2025
+
! width="150"|November 12, 2025
! width="150"|Beta 0.22.7
+
! width="150"|Beta 0.25.3
! width="650"|More WIP Soon^Soon
+
! width="650"|hello
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''This Week's Changes'''
+
'''hi'''
  
:* Fix password recovery email not sending correctly
+
:* correct pendants to not affect cooking prep
:* Easily Enraged and Flame Fixation II require their first tier unlock
+
:* fix cookie buff strength 1 -> 2
:* Fixed some minor issues with tracking dungeon stats
+
:* more consistent affix tooltip descriptions
 +
:* huge technical overhaul to how we render H A N D S (ty silent) in advance of new stuff
  
'''WIP Stuff'''
+
'''ok bye bye'''
 
 
:* Work continues on Skilling related reworks
 
:* Major progress has been made in Player to Player trading as well as Group Ironman; keep an eye on the dev-blog channel in the upcoming week(s)!
 
 
|}
 
|}
  
=====Beta 0.22.6 - Lil Fixes=====
+
=====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"|May 7, 2025
+
! width="150"|October 30, 2025
! width="150"|Beta 0.22.6
+
! width="150"|Beta 0.25.2
! width="650"|Lil Fixes
+
! width="650"|Polishing???
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''New Commands'''
+
'''hello'''
  
:* /handlequests : automatically turns in completed quests and attempts to start ones that you haven't yet
+
Lots of polishing work by f1sh this week! Woohoo!
:* /drinkpotions : drinks all the potions in your stockpile
 
:* /readabilitybooks : reads all ability books that you haven't learned yet
 
  
'''UI'''
+
'''''UI Changes'''''
  
:* Show subscription expiry time
+
:* Enabled selling into a buy order with items exclusively in market listing
:* Hide expired seasons
+
:* Fix ordered queue ordering (augmenting/scrapping)
:* Show 0 extract for puddings
+
:* Corrected the descriptions for a handful of affixes
:* Fix action queue claim text
+
:* Fixed +25 achievement description
:* Fix minimum inventory height for short screens
 
  
'''Technical'''
+
'''''F1sh's Massive Click Overhaul'''''
  
:* Improve some of the new optimizations
+
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.
  
=====Beta 0.22.5 - Tech Debt? What's That?=====
+
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.
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
! width="150"|April 30, 2025
 
! width="150"|Beta 0.22.5
 
! width="650"|Tech Debt? What's That?
 
|-
 
| colspan="3" |
 
'''Changes to the Login System requires you to login again, this is normal'''
 
  
This Update is mostly technical stuff.
+
:* 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.
  
'''Game Changes'''
+
'''''Other Changes'''''
  
:* Remove market warning for renaming unnamed items
+
:* Change maximum number of action queue failures from a hardcoded 5 to match the user's queue length
:* Added the Wiki Madness 2 reward icons
+
:* 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
  
'''Technical Changes'''
+
goodbye!
 +
|}
  
:* 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.
+
=====Beta 0.25.1 - Tweaks and Fixes=====
:* Cleaned up ''thousands'' of lines of really old, messy code.
+
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
:* Updated our email system, hopefully improving the lost email problems.
+
! width="150"|October 17, 2025
:* 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.
+
! width="150"|0.25.1
:* Lots of misc. package clean up.
+
! width="650"|Tweaks and Fixes
 +
|-
 +
| colspan="3" |
 +
'''hi'''
  
There will almost certainly be bugs, please make sure to report them!
+
:* align total levels and player count in header
 +
:* added missing shop items to group ironman mode
 +
:* other backend stuff
  
I am tired of technical stuff and I will focus on gameplay changes for a bit.
+
bye, until next time!
 
|}
 
|}
  
=====Beta 0.22.4 - Oops, all WIP=====
+
=====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"|April 19, 2025
+
! width="150"|October 10, 2025
! width="150"|Beta 0.22.4
+
! width="150"|Beta 0.25.0
! width="650"|Oops, all WIP
+
! width="650"|Group Ironman
 
|-
 
|-
 
| 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.
+
'''GROUP IRONMAN???'''
  
'''This update's changes'''
+
yes, 5 people
  
:* New Glass Ranger asset
+
'''what else'''
:* 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'''
+
stuff idk
 
 
:* 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 0.24.4 - 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"|April 2, 2025
+
! width="150"|October 1, 2025
! width="150"|Beta 0.22.3
+
! width="150"|Beta 0.24.4
! width="650"|busy bees
+
! width="650"|The Sun Is Setting
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''0.22.3a'''
+
'''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.
  
:* Fix inventory search bar not working
+
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.
:* Improve the filter panel a bit
 
:* Raised the hard cap max level from 255 to 1024
 
  
im so tired
+
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.
  
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)
+
I will continue to restart the server to keep it running (mostly) smoothly, as well as push any patches that the CCs prepare.
  
'''Fixes'''
+
Who knows what the future holds, though?
:* Fix monster paths
 
:* Fix new monster enchantment handling not applying to mercs properly
 
:* Fix some name change stuff
 
:* Exclude some quests from the available quests notification
 
:* Fix missing quest completed popup
 
  
'''balance'''
+
'''Today's Patch'''
:* 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'''
+
:* Adjust disconnect sometimes killing sessions
:* options to hide group chat, activity logs, or all of chat entirely
+
:* Fix some farming issues
:* 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
+
:* Fix dungeon key drop level
:* improvements to chat and inventory rendering to improve performance a bit when under high load situations (big madness)
+
:* Fix some cases of sapphire rolls in smithing
:* fix dark vault hiscore icon using the wrong key image
 
 
|}
 
|}
 
</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