Difference between revisions of "Patch Notes"

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(Add patch notes for patch Beta 0.23.6 - update? what update?)
(Add patch notes for patch Beta 0.25.4 - o i i a)
 
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<onlyinclude>
 
<onlyinclude>
=====Beta 0.23.6 - update? what update?=====
+
=====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"|August 18, 2025
+
! width="150"|December 3, 2025
! width="150"|Beta 0.23.6
+
! width="150"|Beta 0.25.4
! width="650"|update? what update?
+
! width="650"|o i i a
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''Changes'''
+
I'm surprised the host isn't down yet, honestly.
  
:* Adjusted session restart handling to be less aggressive
+
'''Hotfix'''
:* Show actual server time for league
 
:* Removed obsolete scrolls
 
:* Fix max enchantment equip consuming scrolls
 
:* Fix some plat buff display issues
 
:* Cache fixes
 
  
These fixes brought to you by Silent!
+
:* 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 I'll be updating/rebooting the physical server during the downtime.
+
'''Some Background Work'''
  
'''What's happening?'''
+
C3.0 is coming along swimmingly.
  
Things are still chugging along in the background, people are just busy IRL which slows down development significantly (all devs are volunteers).
+
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.
  
Currently the Big Skilling Update^TM is nearing completion, and the technical work for Combat 3.0 is essentially done.
+
Lots of work!
  
I can't speak on the Skilling stuff, but in regards to Combat 3.0 there were multiple false starts, ''many'' unexpected obstacles, and lots of IRL interruptions. Things are looking good now and are mostly reimplementing features instead of technical systems, but I'm still pretty busy IRL so we'll see how much work I can get done when I'm available to grind away at it.
+
ok bye again
 
|}
 
|}
  
=====Beta 0.23.5 - im sleepy=====
+
=====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"|July 30, 2025
+
! width="150"|November 12, 2025
! width="150"|Beta 0.23.5
+
! width="150"|Beta 0.25.3
! width="650"|im sleepy
+
! width="650"|hello
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''Changes'''
+
'''hi'''
  
:* Use buttons instead of slider in Augmenting Queue Settings
+
:* correct pendants to not affect cooking prep
:* Fix aug/scrap duration
+
:* fix cookie buff strength 1 -> 2
:* Fit long names in mobile header
+
:* more consistent affix tooltip descriptions
:* Elder Stone adjusted to the new system so it benefits from TH/diff more
+
:* huge technical overhaul to how we render H A N D S (ty silent) in advance of new stuff
:* Increased max junk rolls for Elven enemies
+
 
:* Shrimp Tail gets some chaos accuracy scaling
+
'''ok bye bye'''
:* Mantis Shrimp gear gets very slightly less defensive scaling and slightly more offensive scaling
 
:* Remove null higher augments in offer links to fix tooltip crash
 
:* Int no longer boosts quest rewards, updated Int desc that it only applies to that
 
:* Misc. text fixes
 
 
|}
 
|}
  
=====Beta 0.23.4 - Platinum and Offline Fetching=====
+
=====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"|July 17, 2025
+
! width="150"|October 30, 2025
! width="150"|Beta 0.23.4
+
! width="150"|Beta 0.25.2
! width="650"|Platinum and Offline Fetching
+
! width="650"|Polishing???
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''Platinum Changes'''
+
'''hello'''
  
Almost every single platinum purchase from the shop (cosmetics, tokens, icons) have been made significantly cheaper with an emphasis on primarily allowing you to buy multiple things even with the smallest platinum package.
+
Lots of polishing work by f1sh this week! Woohoo!
  
This change is most noticeable for the expensive items, with cheaper items either being untouched or 100-200 platinum less.
+
'''''UI Changes'''''
  
Additionally, platinum buffs have been 10x cheaper. Previously it was 10 plat per minute of buff, now it's 1 minute per plat. The minimum buff length has been increased to an hour (60 plat) to so that people don't just spam 10 minute quick buffs though. The buff upgrade system (the longer the length the higher the strength becomes) is unchanged, so this is overall just making the entire plat buff system massively cheaper and more accessible.
+
:* 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
  
Vacation tokens have been deprecated (still functional, just no longer buyable) because they're finnicky and not explained super well.
+
'''''F1sh's Massive Click Overhaul'''''
  
'''Offline Fetching Changes'''
+
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:
  
We've completely overhauled how Offline Fetching (restarting sessions after a server crash or server restart/update) works to be a lot faster and robust.
+
:* 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.
  
This essentially boils down to session restarting much faster after a reboot, so there's less weird lag after a reboot and hopefully less instances of sessions not restarting fully.
+
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.
  
Catch-up time has been removed since this new system should have people up and running with minimum downtime; this should hopefully fix a lot of issues that will inconsistently pop up whenever there's server lag or connection issues.
+
:* 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'''
+
'''''Other Changes'''''
  
:* Disable ammo toggle if in party + equip restrictions
+
:* Change maximum number of action queue failures from a hardcoded 5 to match the user's queue length
:* Don't show refund message if the refund was 0 for a buy order
+
:* Shrimp no augmenting kill augmenting shrimp no more shrimp
:* Augmenting slider input field added
+
:* 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
:* Clearer alchemy queue info
+
 
:* Resolved some cases with inferno cancelling the Action Queue when you ran out of resources
+
goodbye!
:* Ammo Pouch and Tacklebox always show contents
 
 
|}
 
|}
  
=====Beta 0.23.3 - Works in Progress=====
+
=====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"|July 9, 2025
+
! width="150"|October 17, 2025
! width="150"|Beta 0.23.3
+
! width="150"|0.25.1
! width="650"|Works in Progress
+
! width="650"|Tweaks and Fixes
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''Changes'''
+
'''hi'''
 
 
:* Fix item gain animation
 
:* 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?'''
 
 
 
Work is still underway!
 
 
 
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.
 
 
 
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.
 
 
 
On the gameplay side of things, everything should be far more intuitive and simple to understand, even at a deep level.
 
 
 
Here's some unsorted specifics:
 
 
 
''Affinity System Rework''
 
 
 
:* Major Weakness: +25% accuracy and damage
 
:* Minor Weakness: +10% accuracy and damage
 
:* Equipment contributes element/style scores per slot (-1/+1)
 
:* Thresholds: Minor at ±3 score, Major at ±8 score
 
 
 
''Accuracy System Rework''
 
 
 
:* Defense roll: 0 to (Defense Level + Agility)
 
:* Attack roll: 0 to (Attack Level + Accuracy)
 
:* Hit if Attack > Defense
 
:* Ability modifiers directly add to hit roll (+0 auto-attack, -15 AOE, +25 spells)
 
 
 
''Crits''
 
 
 
:* Crit chance percentage as main scaling
 
:* Fixed 1.5x damage multiplier
 
 
 
''Difficulty Scaling''
 
  
:* Elite content: Higher treasure hunter bonuses and loot chances
+
:* align total levels and player count in header
:* Overall difficulty increased to prevent raw stat progression abuse
+
:* added missing shop items to group ironman mode
:* Enrage improves monster offense with higher min accuracy rolls & armor pen
+
:* other backend stuff
  
''Combat Style Philosophy'' DPS Hierarchy and Overall Complexity (equal tiers): Melee: 80% < Range: 90% < Magic: 100%
+
bye, until next time!
 
 
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
 
:* 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)
 
 
 
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.
 
 
|}
 
|}
  
=====Beta 0.23.2 - UI UI UI=====
+
=====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"|July 2, 2025
+
! width="150"|October 10, 2025
! width="150"|Beta 0.23.2
+
! width="150"|Beta 0.25.0
! width="650"|UI UI UI
+
! width="650"|Group Ironman
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''Tutorials UI Update'''
+
'''GROUP IRONMAN???'''
  
:* Added "Take me to..." + other changes to massively improve tutorial usability
+
yes, 5 people
  
'''Misc. Changes'''
+
'''what else'''
  
:* Cups now show how much you've wisely invested into them
+
stuff idk
:* 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'''
 
 
 
:* Adjusted character creation pill/button size max
 
:* 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'''
 
 
 
:* Fix new slider undefined check
 
:* 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 0.24.4 - 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 25, 2025
+
! width="150"|October 1, 2025
! width="150"|Beta 0.23.1
+
! width="150"|Beta 0.24.4
! width="650"|The Trash Man
+
! width="650"|The Sun Is Setting
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''New Stuff'''
+
'''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.
  
:* Can now delete Duo Ironman characters
+
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 5 Junk related achievements. There is no way anyone gets the final tier, right?
 
  
'''UI Changes'''
+
I will continue to restart the server to keep it running (mostly) smoothly, as well as push any patches that the CCs prepare.
  
:* Don't wrap 3+ digit talent point
+
Who knows what the future holds, though?
:* 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'''
+
'''Today's Patch'''
  
:* Fixed Duo Ironman's chat channel
+
:* Adjust disconnect sometimes killing sessions
:* Fix some logic related to party member removal
+
:* Fix some farming issues
:* Fix wrong status text when RCing/Scrollcrafting/Smithing in Party UI
+
:* Fix dungeon key drop level
:* Fix login redirection to landing
+
:* Fix some cases of sapphire rolls in smithing
:* 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)
 
 
|}
 
|}
 
</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