Difference between revisions of "Patch Notes"

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(Add patch notes for patch 0.23.0 - Duo Ironman Season)
(Add patch notes for patch Beta 0.25.4 - o i i a)
 
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<onlyinclude>
=====Beta 0.23.0 - Duo Ironman Season=====
+
=====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 20, 2025
+
! width="150"|December 3, 2025
! width="150"|Beta 0.23.0
+
! width="150"|Beta 0.25.4
! width="650"|Duo Ironman Season
+
! width="650"|o i i a
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''New Season - Duo Ironman'''
+
I'm surprised the host isn't down yet, honestly.
  
Duo Ironman is the launch of the new "Persistent Party" system; this allows players to have what is essentially a permanent group with a shared inventory.
+
'''Hotfix'''
  
This was a bit of a technical challenge and required retooling a few of our base systems, but it should now be ready to be played!
+
:* 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
  
Also, a big thank you to everyone who participated in the dev/test server and gave us feedback! It is hugely appreciated!
+
'''Some Background Work'''
  
''Season Ends August 1st''
+
C3.0 is coming along swimmingly.
  
'''What is it, though?'''
+
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 can create a "Persistent Party" with up to 2 players; you will have access to a new "Party Inventory." This is a second vault that both players have access to. There are also special Party leaderboards that give your combined levels / experience in the hiscores.
+
Lots of work!
  
After creating your duo, you ''cannot'' edit it! That said, you can create up to 2 different Duo Ironman characters, so you can either run your entirely solo Duo Ironman team, or participate in two different teams!
+
ok bye again
 +
|}
  
'''What about the Group Ironman mode that's been locked?'''
+
=====Beta 0.25.3 - hello=====
 +
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 +
! width="150"|November 12, 2025
 +
! width="150"|Beta 0.25.3
 +
! width="650"|hello
 +
|-
 +
| colspan="3" |
 +
'''hi'''
  
This mode is intended to be fully launched once 1.0 eventually hits. Until then, the Duo Ironman mode will be the main testing grounds for the tech to iron out any potential issues and fix the glaring UI issues (Nick UI go BRRRR).
+
:* 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
  
''I heard there was Trading in the test server?''
+
'''ok bye bye'''
 +
|}
  
The base system for Trading is functional, but it will be disabled in all current game modes / leagues. The UI is very rough, and, while functional, it's just not in a state we want to launch it in. There will probably be more testing done + a UI rework on it before it goes live.
+
=====Beta 0.25.2 - Polishing???=====
 
+
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
''But what else can this do?''
+
! width="150"|October 30, 2025
 +
! width="150"|Beta 0.25.2
 +
! width="650"|Polishing???
 +
|-
 +
| colspan="3" |
 +
'''hello'''
  
The persistent party framework can be used for guilds/clans/castles. Those are just big persistent parties.
+
Lots of polishing work by f1sh this week! Woohoo!
  
'''Other Stuff'''
+
'''''UI Changes'''''
  
Bug Fixes
+
:* 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
  
:* Fixed /drinkpotions condensing buff strengths incorrectly when using multiple rarities of potions at once
+
'''''F1sh's Massive Click Overhaul'''''
:* Updated Hurricane Hunter and Shrimp God Slayer achievement images
 
:* Fixed Parry casting beneficial attacks on enemies sometimes; now Parry will always use your auto-attack. Since this is technically a nerf, I've increased the damage reduction on a successful parry from 75% to 90%. This makes it a bit better defensively.
 
  
'''Future Stuff'''
+
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:
  
Combat 3.0 Testing will start on the dev server next week or the week after that, whenever the first iteration is playable
+
:* 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 0.22.11 - email stuff=====
+
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"|June 11, 2025
 
! width="150"|Beta 0.22.11
 
! width="650"|email stuff
 
|-
 
| colspan="3" |
 
'''This Week'''
 
  
:* Adjusted the login handling some more to hopefully reduce random logouts
+
:* Most form elements, especially those with easily-reversible click effects (eg. checkboxes, text fields, etc...) do not receive a delay.
:* Added a note to email page that gmail has the best deliverability
+
:* 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 backend/testing stuff
+
:* Some dialogs, such as achievements, level messages, and offline progression, receive a longer delay to give users more time to mentally register them.
:* Adjusting some of the email sending service settings to see if it makes things happier (some providers, like outlook, just outright block emails from the pool we use to send emails from)
+
:* 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.
  
On dev server (you can play on it right now, check discord for details)
+
'''''Other Changes'''''
  
:* Still chipping away at it! Here's some preview screenshots though (UI is WIP):
+
:* 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
  
Duo Season? :eyes:<br>
+
goodbye!
[[File:Beta_0.22.11-1.png]]<br>
 
Trading works! Nick UI goes BRRRRR<br>
 
[[File:Beta_0.22.11-2.png]]<br>
 
What's that third button for? (It's the shared inventory!)<br>
 
[[File:Beta_0.22.11-3.png]]
 
 
|}
 
|}
  
=====Beta 0.22.10 - Login 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"|June 4, 2025
+
! width="150"|October 17, 2025
! width="150"|Beta 0.22.10
+
! width="150"|0.25.1
! width="650"|Login Fixes
+
! width="650"|Tweaks and Fixes
 
|-
 
|-
 
| 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)
+
'''hi'''
 
 
'''Changes'''
 
  
:* Match items with fuzzy offers in marketplace buy item lists
+
:* align total levels and player count in header
:* Adjusted the login handling some more to fix getting logged out (sometimes)
+
:* added missing shop items to group ironman mode
 +
:* other backend stuff
  
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.
+
bye, until next time!
 
|}
 
|}
  
=====Beta 0.22.9 - Spinning Up=====
+
=====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 30, 2025
+
! width="150"|October 10, 2025
! width="150"|Beta 0.22.9
+
! width="150"|Beta 0.25.0
! width="650"|Spinning Up
+
! width="650"|Group Ironman
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''Changes'''
+
'''GROUP IRONMAN???'''
  
:* Twohanded weapons gray out the offhand slot
+
yes, 5 people
:* 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'''
+
'''what else'''
  
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.
+
stuff idk
 
|}
 
|}
  
=====Beta 0.22.8 - Fixes and News=====
+
=====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"|May 21, 2025
+
! width="150"|October 1, 2025
! width="150"|Beta 0.22.8
+
! width="150"|Beta 0.24.4
! width="650"|Fixes and News
+
! width="650"|The Sun Is Setting
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''0.22.8 Changes'''
+
'''Sunsetting'''
 
 
:* 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>
+
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.
  
<span style='font-size:1.2rem'>'''These are WIP, not in this update!'''</span>
+
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.
  
'''Group Ironman'''
+
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.
  
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.
+
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.
  
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.
+
I will continue to restart the server to keep it running (mostly) smoothly, as well as push any patches that the CCs prepare.
 
 
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.
 
 
 
'''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=====
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
! width="150"|May 14, 2025
 
! width="150"|Beta 0.22.7
 
! width="650"|More WIP Soon^Soon
 
|-
 
| colspan="3" |
 
'''This Week's Changes'''
 
  
:* Fix password recovery email not sending correctly
+
Who knows what the future holds, though?
:* Easily Enraged and Flame Fixation II require their first tier unlock
 
:* Fixed some minor issues with tracking dungeon stats
 
  
'''WIP Stuff'''
+
'''Today's Patch'''
  
:* Work continues on Skilling related reworks
+
:* Adjust disconnect sometimes killing sessions
:* 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)!
+
:* 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