Difference between revisions of "Patch Notes"

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(→‎Beta 0.22.6 - Lil Fixes: Remove leading zero in date)
(Add patch notes for patch Beta 0.25.4 - o i i a)
 
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<onlyinclude>
 
<onlyinclude>
=====Beta 0.22.6 - Lil Fixes=====
+
=====Beta 0.25.4 - o i i a=====
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
! width="150"|May 7, 2025
+
! width="150"|December 3, 2025
! width="150"|Beta 0.22.6
+
! width="150"|Beta 0.25.4
! width="650"|Lil Fixes
+
! width="650"|o i i a
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''New Commands'''
+
I'm surprised the host isn't down yet, honestly.
  
:* /handlequests : automatically turns in completed quests and attempts to start ones that you haven't yet
+
'''Hotfix'''
:* /drinkpotions : drinks all the potions in your stockpile
 
:* /readabilitybooks : reads all ability books that you haven't learned yet
 
  
'''UI'''
+
:* 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
  
:* Show subscription expiry time
+
'''Some Background Work'''
:* Hide expired seasons
 
:* Show 0 extract for puddings
 
:* Fix action queue claim text
 
:* Fix minimum inventory height for short screens
 
  
'''Technical'''
+
C3.0 is coming along swimmingly.
  
:* Improve some of the new optimizations
+
There are now ~130 monsters, 500+ equipment, 14 dungeons, and 8 base zones + their elite challenges. There's a base set of 60+ combat achievements (more incoming) and there's a plan to rewrite/add more combat quests.
 +
 
 +
Lots of work!
 +
 
 +
ok bye again
 
|}
 
|}
  
=====Beta 0.22.5 - Tech Debt? What's That?=====
+
=====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"|April 30, 2025
+
! width="150"|November 12, 2025
! width="150"|Beta 0.22.5
+
! width="150"|Beta 0.25.3
! width="650"|Tech Debt? What's That?
+
! width="650"|hello
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''Changes to the Login System requires you to login again, this is normal'''
+
'''hi'''
  
This Update is mostly technical stuff.
+
:* 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
  
'''Game Changes'''
+
'''ok bye bye'''
 +
|}
  
:* Remove market warning for renaming unnamed items
+
=====Beta 0.25.2 - Polishing???=====
:* Added the Wiki Madness 2 reward icons
+
{| 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'''
  
'''Technical Changes'''
+
Lots of polishing work by f1sh this week! Woohoo!
  
:* Completely overhauled the login/authentication system to be more consistent. This will allow ''much'' better support for logging in across multiple devices and sources, i.e. different web browsers, mobile devices, Steam, apps, etc.
+
'''''UI Changes'''''
:* Cleaned up ''thousands'' of lines of really old, messy code.
 
:* Updated our email system, hopefully improving the lost email problems.
 
:* Added a lot more optimizations to various interactions, potentially increasing server performance by a good amount. This should be most noticeable during times of high load, i.e. catch-up or Madness.
 
:* Lots of misc. package clean up.
 
  
There will almost certainly be bugs, please make sure to report them!
+
:* 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
  
I am tired of technical stuff and I will focus on gameplay changes for a bit.
+
'''''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.
  
=====Beta 0.22.4 - Oops, all WIP=====
+
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"|April 19, 2025
 
! width="150"|Beta 0.22.4
 
! width="650"|Oops, all WIP
 
|-
 
| colspan="3" |
 
This is mostly just to reboot the server, but I may as well push out a few of the minor changes we've made so far.
 
  
'''This update's 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.
  
:* New Glass Ranger asset
+
'''''Other Changes'''''
:* Elite Scrolls increase mob counts per wave when difficulty is increased high enough (check tooltips)
 
:* Can only set referral codes within a week of account creation
 
:* Mantis Shrimp equipment now also requires mystical driftwood
 
  
'''More Details on WIP Stuff'''
+
:* 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
  
:* Currently entirely rewriting the login system entirely to make it more robust and better at handling multi-platforms. This is primarily a technical task, but it should also improve the logging in experience immensely for people who play on multiple devices (i.e. mobile, steam, etc.)
+
goodbye!
:* Lots of improvements to Skilling/Production that should smooth out pain-points and make gameplay more consistent and enjoyable. Includes several reworks as well as more content!
 
:* So many technical updates. Just an absolute mess of them. Each one takes about a week just to get started, a week to fix obvious issues, and then a week of fixing edge cases, and that's just the optimal timeline.
 
:* "Combat 3.0"; taking a huge look at the current state of combat and all the features that have been slowly added and reconsidering everything. This is very early (still design notes phase), but the basic goals are to make every combat style feel AND sub-style unique and viable (even in non-optimal zones) as well as ensuring all the recent combat mechanics and features are available throughout the progression instead of only properly existing in the content it was introduced with.
 
 
|}
 
|}
  
=====Beta 0.22.3 - busy bees=====
+
=====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"|April 2, 2025
+
! width="150"|October 17, 2025
! width="150"|Beta 0.22.3
+
! width="150"|0.25.1
! width="650"|busy bees
+
! width="650"|Tweaks and Fixes
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''0.22.3a'''
+
'''hi'''
  
:* Fix inventory search bar not working
+
:* align total levels and player count in header
:* Improve the filter panel a bit
+
:* added missing shop items to group ironman mode
:* Raised the hard cap max level from 255 to 1024
+
:* other backend stuff
  
im so tired
+
bye, until next time!
 +
|}
  
there's a lot of WIP stuff that's still not ready to launch yet that's been taking up a lot of our time, hopefully ready by next week (or at least in a state where we can start getting feedback on it / testing)
+
=====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???'''
  
'''Fixes'''
+
yes, 5 people
:* Fix monster paths
 
:* Fix new monster enchantment handling not applying to mercs properly
 
:* Fix some name change stuff
 
:* Exclude some quests from the available quests notification
 
:* Fix missing quest completed popup
 
  
'''balance'''
+
'''what else'''
:* bestial shawl agility betterer
 
:* ice spells have generally longer cooldowns
 
:* ancient ice age bonus halved
 
:* melter smelter / original superheat correctly consume the ore that made the bar instead of just giving a free bar
 
:* shrimp gear crafting and augmenting reqs adjusted to fit the hybrid nature more
 
  
'''UI stuff'''
+
stuff idk
:* options to hide group chat, activity logs, or all of chat entirely
 
:* moved the inventory filter out of the cog panel by default, you can swap the behavior back to only being in the cog panel in chat settings
 
:* improvements to chat and inventory rendering to improve performance a bit when under high load situations (big madness)
 
:* fix dark vault hiscore icon using the wrong key image
 
 
|}
 
|}
  
=====Beta 0.22.2 - Mostly Fixes=====
+
=====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"|March 27, 2025
+
! width="150"|October 1, 2025
! width="150"|Beta 0.22.2
+
! width="150"|Beta 0.24.4
! width="650"|Mostly Fixes
+
! width="650"|The Sun Is Setting
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''0.22.2a'''
+
'''Sunsetting'''
:* Rework how monsters consume buffs to match the behavior of players (consume at end of action loop instead of immediately); this fixes some inconsistent behavior when monsters use AOEs
 
:* Made the season warnings larger
 
 
 
'''Coming Soon^TM'''
 
:* Reworks to how you obtain skilling dungeons
 
:* Lots of misc. technical improvements and clean up
 
:* Steam client playtest
 
  
'''Fixes'''
+
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.
:* Fix some missing images and paths for monsters
 
:* Enhanced Stun debuff from 99% accuracy cap to 99.99% so it "skips" the attack of raid bosses more consistently
 
:* Fix agility cap in UI
 
:* Fixed saving invalid loadout
 
:* Fix Fishing Mastery II description
 
:* Extended the Pre-Launch ending again^again^again
 
  
'''UI'''
+
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.
:* Remove equip button for cosmetics
 
:* Notification when you're below the global flood limit now says what level you need to begin chatting
 
:* Show personal donation per shrine tier
 
:* Formatting some enchanting xp
 
  
'''Balance'''
+
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.
:* Elites in the Lava Maze quest count for more progress than normals
 
:* EKLB higher up front crystal scale crafting cost, but removed entirely from augmenting/researching with void ammo cost going up slightly
 
:* Lance now uses 1 mith/iron/styg instead of just 5 styg, also uses less obby glass (10 -> 2)
 
|}
 
  
=====Beta 0.22.1 - Magic Magic=====
+
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.
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
! width="150"|March 20, 2025
 
! width="150"|Beta 0.22.1
 
! width="650"|Magic Magic
 
|-
 
| colspan="3" |
 
  
'''UI'''
+
I will continue to restart the server to keep it running (mostly) smoothly, as well as push any patches that the CCs prepare.
:* Some cooking text should shift around less
 
:* Highlight currently active node in tooltip
 
:* Share button in quest completion popup
 
:* Fixed a couple enchantment icons
 
:* Format expected damage in ability tooltips
 
:* Format hit multipliers
 
:* Format quest XP
 
:* Format item turn in amount
 
:* Live updated fishing chances in UI
 
:* Fix item rename dialog
 
  
'''Balance'''
+
Who knows what the future holds, though?
:* Chaos Rends now have slashing affinities
 
:* Chaos Crest is rarer from demons, but now added to Smithing dungeon tables
 
  
'''Fixes'''
+
'''Today's Patch'''
:* Fix some inadvertant drops that are kinda spoopy
 
:* Deep Pit now counts for mining set quest
 
:* Clothweaving counts for Runecrafting set quest again
 
  
'''AI Placeholder Stuff'''
+
:* Adjust disconnect sometimes killing sessions
:* I replaced a lot of the more egregious placeholder assets for monsters with slightly less unsightly/memey images from one of the newer models that came out recently.
+
:* Fix some farming issues
:* These are still placeholders.
+
:* Fix dungeon key drop level
:* Since IS isn't some AAA company or has a ton of funding everyone from devs to artists kind of do things as they have the time, and art can take a long time to do. We intend to replace the assets with properly handdrawn pieces when possible, but in the meantime the generated images help communicate what we had in mind for the actual appearance of the monsters.
+
:* 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