Difference between revisions of "Patch Notes"

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(Add patch notes for patch Beta 0.23.3 - Works in Progress)
(Add patch notes for patch Beta 0.25.4 - o i i a)
 
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<onlyinclude>
 
<onlyinclude>
=====Beta 0.23.3 - Works in Progress=====
+
=====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"|July 9, 2025
+
! width="150"|December 3, 2025
! width="150"|Beta 0.23.3
+
! width="150"|Beta 0.25.4
! width="650"|Works in Progress
+
! width="650"|o i i a
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''Changes'''
+
I'm surprised the host isn't down yet, honestly.
  
:* Fix item gain animation
+
'''Hotfix'''
:* Fix cup value not updating
 
:* Adjust reset lootlog wrapping
 
:* Disable correct move to inventory button
 
:* Quest transform tooltip
 
:* Add context to ammo requirements
 
:* Fix some typos / add some clarifications
 
  
'''What's Happening With Combat 3.0?'''
+
:* 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
  
Work is still underway!
+
'''Some Background Work'''
  
This is a complete rewrite on the technical side, fully replacing the existing combat code. This should resolve some tech debt as well as put us in a better position for modifying features or fixing weird edge case bugs that pop up.
+
C3.0 is coming along swimmingly.
  
One thing that is coming with the technical rewrite is simulator support, which will be available to players in some capacity that we haven't landed on yet.
+
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.
  
On the gameplay side of things, everything should be far more intuitive and simple to understand, even at a deep level.
+
Lots of work!
  
Here's some unsorted specifics:
+
ok bye again
 +
|}
  
''Affinity System Rework''
+
=====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'''
  
:* Major Weakness: +25% accuracy and damage
+
:* correct pendants to not affect cooking prep
:* Minor Weakness: +10% accuracy and damage
+
:* fix cookie buff strength 1 -> 2
:* Equipment contributes element/style scores per slot (-1/+1)
+
:* more consistent affix tooltip descriptions
:* Thresholds: Minor at ±3 score, Major at ±8 score
+
:* huge technical overhaul to how we render H A N D S (ty silent) in advance of new stuff
  
''Accuracy System Rework''
+
'''ok bye bye'''
 +
|}
  
:* Defense roll: 0 to (Defense Level + Agility)
+
=====Beta 0.25.2 - Polishing???=====
:* Attack roll: 0 to (Attack Level + Accuracy)
+
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
:* Hit if Attack > Defense
+
! width="150"|October 30, 2025
:* Ability modifiers directly add to hit roll (+0 auto-attack, -15 AOE, +25 spells)
+
! width="150"|Beta 0.25.2
 
+
! width="650"|Polishing???
''Crits''
+
|-
 
+
| colspan="3" |
:* Crit chance percentage as main scaling
+
'''hello'''
:* Fixed 1.5x damage multiplier
 
 
 
''Difficulty Scaling''
 
 
 
:* Elite content: Higher treasure hunter bonuses and loot chances
 
:* Overall difficulty increased to prevent raw stat progression abuse
 
:* Enrage improves monster offense with higher min accuracy rolls & armor pen
 
 
 
''Combat Style Philosophy'' DPS Hierarchy and Overall Complexity (equal tiers): Melee: 80% < Range: 90% < Magic: 100%
 
 
 
Role Specializations: Tanking - Melee > Range = Magic
 
 
 
:* Melee armor has 2x DR% vs others (pre-affinity)
 
:* Range armor: lowest DR%, highest agility
 
:* Magic armor: best resistance DR%, lowest physical DR%
 
 
 
Team Support - Magic > Melee > Range
 
 
 
:* Magic: best support spells
 
:* Melee: War and Wrath + enrage
 
:* Range: minimal/no team buffs
 
 
 
Self Buffing - Magic > Melee > Range
 
 
 
:* Magic: versatile buffs
 
:* Melee: berserker/defensive buffs
 
:* Range: stance system
 
 
 
Debuffing - Magic > Range > Melee
 
 
 
:* Magic: broad debuffs
 
:* Range: traps & debuff shots
 
:* Melee: basic debuffs only
 
 
 
''Style-Specific Design'' Melee - Defacto Tanks and ANGY BOIS
 
 
 
:* Full Tanks (Platebody + Shield): best DR%, full aggro, multi-target self-taunts
 
:* Off-Tanks (Platebody + 2H): moderate DR%, taunts + DPS options
 
:* DPS (Chainmail + no shield): agility + damage, full ability access, no platebody penalty
 
 
 
Range - Snipers and Hunters
 
 
 
:* Longbow/Sniper: best accuracy, single-target damage, crit potential
 
:* Shortbow/Hunter: faster attacks, skirmishing stances
 
:* Throwing: best dodge, fastest attacks, lowest damage
 
:* Crossbow/Gun: high max hit, slow, worse crits
 
:* Debuffs: enemy agility reduction only
 
:* Buffs: self-stance buffs only
 
 
 
Magic - Spellslingers, Mayhem Makers, Support Schools:
 
  
:* Fire: Overheating debuff, strong DoTs, Phoenix self-resurrect
+
Lots of polishing work by f1sh this week! Woohoo!
:* Ice: Freeze (-prot, -agi), defensive spells, piercing damage
 
:* Nature: General support, best healing, blunt damage
 
:* Poison/Necro: DOTs + Swift Agony synergy, party resurrect (weaker)
 
:* Lightning: Speed-focused spells and buffs, cross-style use
 
:* Chaos: Anti-magic, best raw DPS outside synergies, strong group damage
 
  
Equipment will be given a few passes to make sure they all fit within the new design as well as make less-used equipment more viable overall (like giving new unique enchantments to a few items)
+
'''''UI Changes'''''
  
Combat 3.0 will be tested first on the dev server and once it's ready it'll launch on live with a new season so that we can see how it plays from the very beginning of progression.
+
:* 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
  
=====Beta 0.23.2 - UI UI UI=====
+
'''''F1sh's Massive Click Overhaul'''''
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
! width="150"|July 2, 2025
 
! width="150"|Beta 0.23.2
 
! width="650"|UI UI UI
 
|-
 
| colspan="3" |
 
'''Tutorials UI Update'''
 
  
:* Added "Take me to..." + other changes to massively improve tutorial usability
+
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:
  
'''Misc. Changes'''
+
:* 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.
  
:* Cups now show how much you've wisely invested into 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.
:* Mantis Greaves now require the intended 100 mystical driftwood instead of 1
 
:* Made almost all non-cosmetic untradeables valid for sharing in party for duo/group ironmen
 
:* Removed a lot of obsolete crafting recipes
 
:* The One True Trashman achievement now awards The Trashman talent that gives +1% double junk chance (stacking with all other junk modifiers)
 
  
'''UI Changes'''
+
:* 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.
  
:* Adjusted character creation pill/button size max
+
'''''Other Changes'''''
:* Default to use the "new" sorting (that is actually 3ish years old at this point)
 
:* Rounded attack speed display
 
:* Mobile version of the character select view + other changes to make it better on smaller screen sizes
 
:* Add date to maxed for the account created command
 
:* Add message for chat reports
 
:* Don't wrap queue time text
 
  
'''Bug Fixes'''
+
:* 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
  
:* Fix new slider undefined check
+
goodbye!
:* Potentially fixed a socket/connection issue with client and added a refresh button when a disconnect has been detected
 
:* Must claim first before verifying email
 
:* Forge grid item position adjusted, potentially fixed issues on some clients + general cleanup
 
:* Fix some misc. descriptions for errors and grammar
 
:* Bestiary shows the game name instead of internal name
 
:* Party inventory button only for items that can go into party inventory
 
:* Remove duplicate move to inventory button
 
:* Fix Mad Scientist talent being 4x too strong
 
 
|}
 
|}
  
=====Beta 0.23.1 - The Trash Man=====
+
=====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 25, 2025
+
! width="150"|October 17, 2025
! width="150"|Beta 0.23.1
+
! width="150"|0.25.1
! width="650"|The Trash Man
+
! width="650"|Tweaks and Fixes
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''New Stuff'''
+
'''hi'''
  
:* Can now delete Duo Ironman characters
+
:* align total levels and player count in header
:* Added 5 Junk related achievements. There is no way anyone gets the final tier, right?
+
:* added missing shop items to group ironman mode
 +
:* other backend stuff
  
'''UI Changes'''
+
bye, until next time!
 
 
:* Don't wrap 3+ digit talent point
 
:* Clear farming notification when IS+ ends
 
:* Added a sound/notification tester button to settings
 
:* Highlight selected skill in drawer/topbar
 
:* Compact health setting
 
:* Log augmenting transforms to academy of augmentation
 
:* 50% and 100% selection buttons on item count slider
 
:* Completed Quest/Achievement tooltip shows target/target instead of 0/target (i.e. 0/1 -> 1/1)
 
 
 
'''Bug Fixes'''
 
 
 
:* Fixed Duo Ironman's chat channel
 
:* Fix some logic related to party member removal
 
:* Fix wrong status text when RCing/Scrollcrafting/Smithing in Party UI
 
:* Fix login redirection to landing
 
:* Fix party inventory not sorting immediately
 
:* Fix some quest count rounding
 
:* Fix some edge case bugs in experience handling
 
:* Fix Duo Ironman missing the Ironman shop items (Gem Package and Sealed Scroll)
 
 
|}
 
|}
  
=====Beta 0.23.0 - Duo Ironman Season=====
+
=====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"|June 20, 2025
+
! width="150"|October 10, 2025
! width="150"|Beta 0.23.0
+
! width="150"|Beta 0.25.0
! width="650"|Duo Ironman Season
+
! width="650"|Group Ironman
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''New Season - Duo Ironman'''
+
'''GROUP IRONMAN???'''
 
 
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.
 
 
 
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!
 
 
 
Also, a big thank you to everyone who participated in the dev/test server and gave us feedback! It is hugely appreciated!
 
 
 
''Season Ends August 1st''
 
 
 
'''What is it, though?'''
 
 
 
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.
 
 
 
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!
 
 
 
'''What about the Group Ironman mode that's been locked?'''
 
 
 
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).
 
  
''I heard there was Trading in the test server?''
+
yes, 5 people
  
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.
+
'''what else'''
  
''But what else can this do?''
+
stuff idk
 
 
The persistent party framework can be used for guilds/clans/castles. Those are just big persistent parties.
 
 
 
'''Other Stuff'''
 
 
 
Bug Fixes
 
 
 
:* Fixed /drinkpotions condensing buff strengths incorrectly when using multiple rarities of potions at once
 
:* 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'''
 
 
 
Combat 3.0 Testing will start on the dev server next week or the week after that, whenever the first iteration is playable
 
 
|}
 
|}
  
=====Beta 0.22.11 - email stuff=====
+
=====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"|June 11, 2025
+
! width="150"|October 1, 2025
! width="150"|Beta 0.22.11
+
! width="150"|Beta 0.24.4
! width="650"|email stuff
+
! width="650"|The Sun Is Setting
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''This Week'''
+
'''Sunsetting'''
  
:* Adjusted the login handling some more to hopefully reduce random logouts
+
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.
:* Added a note to email page that gmail has the best deliverability
 
:* Some backend/testing stuff
 
:* 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)
 
  
On dev server (you can play on it right now, check discord for details)
+
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.
  
:* Still chipping away at it! Here's some preview screenshots though (UI is WIP):
+
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.
  
Duo Season? :eyes:<br>
+
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.
[[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=====
+
I will continue to restart the server to keep it running (mostly) smoothly, as well as push any patches that the CCs prepare.
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
! width="150"|June 4, 2025
 
! width="150"|Beta 0.22.10
 
! width="650"|Login Fixes
 
|-
 
| 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)
 
  
'''Changes'''
+
Who knows what the future holds, though?
  
:* Match items with fuzzy offers in marketplace buy item lists
+
'''Today's Patch'''
:* Adjusted the login handling some more to fix getting logged out (sometimes)
 
  
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.
+
:* 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