Patch Notes

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Revision as of 21:03, 23 August 2021 by Sponsorn (talk | contribs) (→‎2021: added v0.9.1)
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2021

23rd August 2021 v0.9.1 Minor patch - Bug fixes and QoL

Balance and Item Changes:

  • Fixed Dark Fortress encounter length- the finals fights are now accessible! This makes it fairly harder.
  • 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? :)

(Possible) Bug Fixes:

  • Major optimizations to looting.
  • 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.

Misc:

  • Moved a handful of activity messages to group if in group combat, i.e. player defeated, rare loot, etc.
  • 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
18th August 2021 v0.9.0 Combat 2.0 Phase 1, Group Combat, New Zones

- Group Combat -

  • Join other players in combat to fight in new zones and dungeons.
  • Loot is distributed based on player slots; each player slot is one more roll for loot.
  • 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.
  • 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.
  • 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.

- Combat Mechanics -

  • Two "new" combat styles are available for the player to face, magic and range.
  • 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.

- New Zone and Dungeons -

  • Yes, they all have *at least one* unique drop.
  • 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. ​

- New Enemies -

  • Yes :)

- New Items -

  • Many :)

- UI -

  • UI adjustments and background changes to various elements
  • Social Tab added where Hiscore was, contains Group, Friends, Blocked, and Hiscore tabs
  • 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.
  • 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

- Settings -

  • 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.
  • 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

- Other Changes -

  • Changes to "Crafting" enchant:
From: Add all material costs and then reduce the cost due to the crafting enchant
To: Reduce the cost due to the crafting enchant, round up, and then add together.
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.
Example:
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
30th July 2021 v0.8.12 Achievement Backend + Minor QoL

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.

There were also a few other things which came together with it, by accident:

  • Able to link your full equipment in chat
  • Able to link your trade listings in Trade chat
  • Idlescape's icon will have a red circle under it, if you are tabbed out and receive a PM or you are tagges
  • 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
  • Probably some other stuff too which I forgot already
28th April 2021 V0.8.11 Bug fixes + other stuff
  • 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