Difference between revisions of "Patch Notes"

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(Add patch notes for patch Beta 0.22.10 - Login Fixes)
(Add patch notes for patch Beta 0.25.4 - o i i a)
 
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<onlyinclude>
 
<onlyinclude>
=====Beta 0.22.10 - Login Fixes=====
+
=====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"|June 4, 2025
+
! width="150"|December 3, 2025
! width="150"|Beta 0.22.10
+
! width="150"|Beta 0.25.4
! width="650"|Login Fixes
+
! width="650"|o i i a
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
Another small update this week, most dev time is going towards the dev server (which is up! check the discord for info on how to check it out)
+
I'm surprised the host isn't down yet, honestly.
  
'''Changes'''
+
'''Hotfix'''
  
:* Match items with fuzzy offers in marketplace buy item lists
+
:* Castle doors fixed
:* Adjusted the login handling some more to fix getting logged out (sometimes)
+
:* 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
  
To access the dev server, go to the "TEST-SERVER" tab in discord and check the pins in playtest-public; just keep in mind that this is for ''testing'' so there will be bugs and very rough UI.
+
'''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 0.22.9 - Spinning Up=====
+
=====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 30, 2025
+
! width="150"|November 12, 2025
! width="150"|Beta 0.22.9
+
! width="150"|Beta 0.25.3
! width="650"|Spinning Up
+
! width="650"|hello
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''Changes'''
+
'''hi'''
 
 
:* Twohanded weapons gray out the offhand slot
 
:* Enchanting now affected by production haste
 
:* Fix negative affix ranges
 
:* Don't wrap status text
 
:* Show correct options in created loadouts
 
:* Add average location stats
 
:* Change combat zone recommendations to match current stats
 
  
'''Dev Server'''
+
:* 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
  
Dev Server will be started up later tonight to test Group Ironman functionality and Trading functionality. Basically I just need more wide testing of stuff that can break in it.
+
'''ok bye bye'''
 
|}
 
|}
  
=====Beta 0.22.8 - Fixes and News=====
+
=====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 21, 2025
+
! width="150"|October 30, 2025
! width="150"|Beta 0.22.8
+
! width="150"|Beta 0.25.2
! width="650"|Fixes and News
+
! width="650"|Polishing???
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''0.22.8 Changes'''
+
'''hello'''
 
 
:* Potentially fixed inactive character bug
 
:* 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>
 
  
<span style='font-size:1.2rem'>'''These are WIP, not in this update!'''</span>
+
Lots of polishing work by f1sh this week! Woohoo!
  
'''Group Ironman'''
+
'''''UI Changes'''''
  
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.
+
:* 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
  
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.
+
'''''F1sh's Massive Click Overhaul'''''
  
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.
+
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:
  
'''Player to Player Trading'''
+
:* 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.
  
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.
+
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.
  
The UI for this system is pretty rough right now, but the functionality is all there.
+
:* 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.
  
I expect a playtest for the above in the next week or two before it goes to live.
+
'''''Other Changes'''''
  
'''Combat 3.0'''
+
:* 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
  
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.
+
goodbye!
 
 
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 0.25.1 - 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"|May 14, 2025
+
! width="150"|October 17, 2025
! width="150"|Beta 0.22.7
+
! width="150"|0.25.1
! width="650"|More WIP Soon^Soon
+
! width="650"|Tweaks and Fixes
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''This Week's Changes'''
+
'''hi'''
  
:* Fix password recovery email not sending correctly
+
:* align total levels and player count in header
:* Easily Enraged and Flame Fixation II require their first tier unlock
+
:* added missing shop items to group ironman mode
:* Fixed some minor issues with tracking dungeon stats
+
:* other backend stuff
  
'''WIP Stuff'''
+
bye, until next time!
 
 
:* 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 0.25.0 - 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"|May 7, 2025
+
! width="150"|October 10, 2025
! width="150"|Beta 0.22.6
+
! width="150"|Beta 0.25.0
! width="650"|Lil Fixes
+
! width="650"|Group Ironman
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''New Commands'''
+
'''GROUP IRONMAN???'''
  
:* /handlequests : automatically turns in completed quests and attempts to start ones that you haven't yet
+
yes, 5 people
:* /drinkpotions : drinks all the potions in your stockpile
 
:* /readabilitybooks : reads all ability books that you haven't learned yet
 
  
'''UI'''
+
'''what else'''
  
:* Show subscription expiry time
+
stuff idk
:* Hide expired seasons
 
:* Show 0 extract for puddings
 
:* Fix action queue claim text
 
:* Fix minimum inventory height for short screens
 
 
 
'''Technical'''
 
 
 
:* Improve some of the new optimizations
 
 
|}
 
|}
  
=====Beta 0.22.5 - Tech Debt? What's That?=====
+
=====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 30, 2025
+
! width="150"|October 1, 2025
! width="150"|Beta 0.22.5
+
! width="150"|Beta 0.24.4
! width="650"|Tech Debt? What's That?
+
! width="650"|The Sun Is Setting
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''Changes to the Login System requires you to login again, this is normal'''
+
'''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.
  
This Update is mostly technical stuff.
+
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.
  
'''Game Changes'''
+
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.
  
:* Remove market warning for renaming unnamed items
+
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.
:* Added the Wiki Madness 2 reward icons
 
  
'''Technical Changes'''
+
I will continue to restart the server to keep it running (mostly) smoothly, as well as push any patches that the CCs prepare.
  
:* 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.
+
Who knows what the future holds, though?
:* 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!
+
'''Today's Patch'''
  
I am tired of technical stuff and I will focus on gameplay changes for a bit.
+
:* Adjust disconnect sometimes killing sessions
 +
:* Fix some farming issues
 +
:* Fix dungeon key drop level
 +
:* 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