Difference between revisions of "Patch Notes"

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==2021==
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<div class="noautonum">__TOC__</div>
<!-- Copy paste this to insert new patch note
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<!--
{| class="wikitable mw-collapsible mw-collapsed" style="width:65%"
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If you're adding patch notes, please add them here on this page within the
 +
<onlyinclude></onlyinclude> block so that it appears on the wiki homepage, AND
 +
on the Patch Notes pages by year. For the year 2025 that would be
 +
https://wiki.idlescape.com/p/Patch_Notes/2025
 +
 
 +
Copy/paste this to insert new patch note:
 +
 
 +
=====Beta 0.. - =====
 +
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
! width="150"|Insert Date
 
! width="150"|Insert Date
 
! width="150"|Insert Release Number
 
! width="150"|Insert Release Number
Line 8: Line 16:
 
| colspan="3" |Insert Patch notes
 
| colspan="3" |Insert Patch notes
 
|}
 
|}
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{| class="wikitable mw-collapsible mw-collapsed" style="width:65%"
+
 
! width="150"|23 August 2021
+
<onlyinclude>
! width="150"|v0.9.1
+
=====Beta 0.25.4 - o i i a=====
! width="650"|Minor patch - Bug fixes and QoL
+
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 +
! width="150"|December 3, 2025
 +
! width="150"|Beta 0.25.4
 +
! width="650"|o i i a
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
Balance and Item Changes:
+
I'm surprised the host isn't down yet, honestly.
  
:*Fixed Dark Fortress encounter length- the finals fights are now accessible! This makes it fairly harder.
+
'''Hotfix'''
:*Reduced rarity of Giant King's Jewel.
 
:*Increased offense of Black Knight's Gauntlets while reducing its defense.
 
:*Tweaks to certain crafting recipes and augmentation requirements.
 
:*A couple books were added.
 
:*An easter egg was added... but where? :)
 
  
 +
:* 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
  
(Possible) Bug Fixes:
+
'''Some Background Work'''
  
:*Major optimizations to looting.
+
C3.0 is coming along swimmingly.
:*Idling after being defeated.
 
:*Reworked how the backend handles healing to resolve existing edge cases. Probably introduced new edge cases. We'll find out!
 
:*Optimizations to host and client networking handling as well as more error checking, may or may not reduce instances of crashing.
 
:*Resolved several cases where enchants weren't being counted properly during combat or desync of buffs/enchants.
 
:*Resolved several cases of group combat spam.
 
  
 +
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.
  
Misc:
+
Lots of work!
  
:*Moved a handful of activity messages to group if in group combat, i.e. player defeated, rare loot, etc.
+
ok bye again
:*Made the backend smart enough to hopefully know if your key got ate after a DC.
 
:*"Aspect" enchants now read the correct enchantment strength on tooltip, though they still do nothing except be cosmetic.
 
:*Added support for books dropping from new sources. Interesting.
 
:*Added options to "Promote" and "Kick" players in group if you are the group leader
 
 
|}
 
|}
{| class="wikitable mw-collapsible mw-collapsed" style="width:65%"
+
 
! width="150"|18 August 2021
+
=====Beta 0.25.3 - hello=====
! width="150"|v0.9.0
+
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
! width="650"|Combat 2.0 Phase 1, Group Combat, New Zones
+
! width="150"|November 12, 2025
 +
! width="150"|Beta 0.25.3
 +
! width="650"|hello
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
- Group Combat -
+
'''hi'''
  
:*Join other players in combat to fight in new zones and dungeons.
+
:* correct pendants to not affect cooking prep
:*Loot is distributed based on player slots; each player slot is one more roll for loot.
+
:* fix cookie buff strength 1 -> 2
:*If a dungeon has 5 player slots and a monster is killed, it will drop 5 different instances of loot that are then distributed first to all players then in order of score.
+
:* more consistent affix tooltip descriptions
:*For example, if 3 players kill a monster in a 5 person dungeon, all 3 will receive their slot's rolls, then the remaining 2 rolls will go to the top and second top scoring players, meaning the top and second top players get double drops whereas the lowest scoring player only gets normal drops.
+
:* huge technical overhaul to how we render H A N D S (ty silent) in advance of new stuff
:*Score formula will stay hidden for now, but it will take your participation level and your impact in the fight into account. Later on with abilities, healing etc. it will get more complicated.
 
:*You will only be able to party up with players from the same league. So you cannot be in same party with Ironmen players, if you are Default league character.
 
  
 +
'''ok bye bye'''
 +
|}
  
- Combat Mechanics -
+
=====Beta 0.25.2 - Polishing???=====
 +
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 +
! width="150"|October 30, 2025
 +
! width="150"|Beta 0.25.2
 +
! width="650"|Polishing???
 +
|-
 +
| colspan="3" |
 +
'''hello'''
  
:*Two "new" combat styles are available for the player to face, magic and range.
+
Lots of polishing work by f1sh this week! Woohoo!
:*Abilities have been added to combat that can change how combat flows, such as modifying attack damage, speed, or even applying buffs/debuffs.
 
:*Added different hit splashes for each damage type
 
:*Players will get access to these (abilities, new combat styles) once Combat 2.0 Phase 2 releases. Some monsters have access to these in this patch.
 
  
 +
'''''UI Changes'''''
  
- New Zone and Dungeons -
+
:* 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
  
:*Yes, they all have *at least one* unique drop.
+
'''''F1sh's Massive Click Overhaul'''''
:*Chaos Wastes: Free to enter; post-Valley of Giants zone designed for two players.
 
:*Goblin Village: Requires a consumable key; a lower level dungeon for 3 players
 
:*Black Knight's Fortress: Requires a consumable key; a mid level dungeon for 3 players
 
:*Giant's Keep: Requires a consumable key; a high level dungeon for 5 players
 
:*Keys come from thematically intuitive sources.
 
NOTE: Due to technical limitations (and not wanting to postpone the update for 1 month+ to fix it), you WILL LEAVE the group if you disconnect/refresh the game. You won't be able to join the party again if they are still in combat. So DO NOT refresh or change devices during party combat, as it will make you leave the party. We have a solution in mind for this to fix the issue, but as mentioned, it will take some time to implement.
 
  
 +
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:
  
- New Enemies -
+
:* 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.
  
:*Yes :)
+
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.
  
- New Items -
+
'''''Other Changes'''''
  
:*Many :)
+
:* 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!
 +
|}
  
- UI -
+
=====Beta 0.25.1 - Tweaks and Fixes=====
 +
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 +
! width="150"|October 17, 2025
 +
! width="150"|0.25.1
 +
! width="650"|Tweaks and Fixes
 +
|-
 +
| colspan="3" |
 +
'''hi'''
  
:*UI adjustments and background changes to various elements
+
:* align total levels and player count in header
:*Social Tab added where Hiscore was, contains Group, Friends, Blocked, and Hiscore tabs
+
:* added missing shop items to group ironman mode
:*Some of the features in there are still WIP, these will be implemented after this update. Didn't have the time to fit them in this update.
+
:* other backend stuff
:*Combat UI is completely changed, characters make up a much larger focus
 
:*Group combat UI hides the inventory to allow all players to be visible during combat
 
:Stats, equipment, combat inventory, style selection are now toggleable panels
 
:*THE CHICKEN MAKES YOU RUN AWAY, DON'T WASTE YOUR KEYS/SCROLLS BY RANDOMLY CLICKING IT
 
  
 +
bye, until next time!
 +
|}
  
- Settings -
+
=====Beta 0.25.0 - Group Ironman=====
 +
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 +
! width="150"|October 10, 2025
 +
! width="150"|Beta 0.25.0
 +
! width="650"|Group Ironman
 +
|-
 +
| colspan="3" |
 +
'''GROUP IRONMAN???'''
  
:*Auto Eat now has a threshold you can select. Putting it to 0/Default is the same as the current threshold is, if you don't want to play with it.
+
yes, 5 people
:*Force Full Health and Full Inventory may be enabled to make sure a player doesn't forget to heal or grab food before a dungeon
 
:*Setting added to control who are able to send you party invites
 
:*Setting to remain anonymous on the monthly community data releases
 
  
 +
'''what else'''
  
- Other Changes -
+
stuff idk
 +
|}
  
:*Changes to "Crafting" enchant:
+
=====Beta 0.24.4 - The Sun Is Setting=====
:From: Add all material costs and then reduce the cost due to the crafting enchant
+
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
:To: Reduce the cost due to the crafting enchant, round up, and then add together.
+
! width="150"|October 1, 2025
:Why: To prevent gaining "free" items. There will be more and more rare/unique crafting recipes where you require one or only a few of the resource to craft something, and this is something we wanted to prevent due to balancing reasons.
+
! width="150"|Beta 0.24.4
:Example:
+
! width="650"|The Sun Is Setting
:Before: Cost of making 9 Sapphire Necklaces: 396 Gold Bars, 8 Sapphires and 8 Gold Necklaces
 
:Now: Cost of making 9 Sapphire Necklaces 396 Gold Bars, 9 Sapphires and 9 Gold Necklaces
 
:*Increased all crafting experience received by approximately 20% across the board
 
:*Bunch of flavor texts added to various old and new items
 
:*Only showing public channels with messages within the last week
 
:*Fixed a bug of using commands in whisper causing a undefined tab to appear
 
:*Added support for monster dialogues in combat
 
:*Fixed the unfound image in /whois if equipping Naga's Bracelet
 
:*Added number formatting to offline progression messages
 
:*Added vendor values to all enchants, so those can be sold to NPC (if you want to)
 
:*Added a mod-configurable slowmode to trade chat to prevent flooding of messages
 
|-
 
|}
 
{| class="wikitable mw-collapsible mw-collapsed" style="width:65%"
 
! width="150"|30 July 2021
 
! width="150"|v0.8.12
 
! width="650"|Achievement Backend + Minor QoL
 
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
So today's update was purely for the preparation for the upcoming Achievement update. All the data tracking required by it is now in the game, and this will allow us to fix the bugs related to that and also stress test the server, as it adds A LOT of extra load on the database server.
+
'''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?
  
There were also a few other things which came together with it, by accident:
+
'''Today's Patch'''
  
:*Able to link your full equipment in chat
+
:* Adjust disconnect sometimes killing sessions
:*Able to link your trade listings in Trade chat
+
:* Fix some farming issues
:*Idlescape's icon will have a red circle under it, if you are tabbed out and receive a PM or you are tagges
+
:* Fix dungeon key drop level
:*You can now also tag "@mod,@mods,@moderator,@moderators" in the chat to get the attention of mods. Do not abuse this! People tagging moderators without a cause will be punished with a mute, if it is malicious
+
:* Fix some cases of sapphire rolls in smithing
:*Probably some other stuff too which I forgot already
 
 
|}
 
|}
{| class="wikitable mw-collapsible mw-collapsed" style="width:65%"
+
</onlyinclude>
! width="150"|28 April 2021
+
 
! width="150"|V0.8.11
+
{| class="wikitable" <noinclude>style="width:65%"</noinclude>
! width="650"|Bug fixes + other stuff
+
! Patch Notes by Year
 
|-
 
|-
| colspan="3" |
+
| style='text-align: center' | [[Patch Notes/2025|2025]] <span style='margin: 0.6rem'>·</span> [[Patch Notes/2024|2024]] <span style='margin: 0.6rem'>·</span> [[Patch Notes/2023|2023]] <span style='margin: 0.6rem'>·</span> [[Patch Notes/2022|2022]] <span style='margin: 0.6rem'>·</span> [[Patch Notes/2021|2021]] <span style='margin: 0.6rem'>·</span> [[Patch Notes/2020|2020]]
:*Added backend support for chat mods and lead mod.
 
:*Added treasure hunter icon overlay to Deep Pit and Living Forest if you have the elite challenge completed
 
:*Put "Run Away" button in combat in front of the monster
 
:*Mastery level 1 is needed now for the level number to glow
 
:*Disabled augment button if required resources are not found
 
:*Can only start elite encounters if you have full inventory of food.
 
:*Prevented cancelling auctions if market is disabled
 
:*Fixed bug with augmenting, causing the button to stay disabled
 
:*Fixed snowball message
 
:*Fixed Mastery Levels in linking skills not showing correctly
 
 
|}
 
|}

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