Patch Notes

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Beta 0.23.4 - Platinum and Offline Fetching
July 17, 2025 Beta 0.23.4 Platinum and Offline Fetching

Platinum Changes

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.

This change is most noticeable for the expensive items, with cheaper items either being untouched or 100-200 platinum less.

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.

Vacation tokens have been deprecated (still functional, just no longer buyable) because they're finnicky and not explained super well.

Offline Fetching Changes

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.

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.

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.

Other Changes

  • Disable ammo toggle if in party + equip restrictions
  • Don't show refund message if the refund was 0 for a buy order
  • Augmenting slider input field added
  • Clearer alchemy queue info
  • Resolved some cases with inferno cancelling the Action Queue when you ran out of resources
  • Ammo Pouch and Tacklebox always show contents
Beta 0.23.3 - Works in Progress
July 9, 2025 Beta 0.23.3 Works in Progress

Changes

  • 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
  • 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
  • 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
July 2, 2025 Beta 0.23.2 UI UI UI

Tutorials UI Update

  • Added "Take me to..." + other changes to massively improve tutorial usability

Misc. Changes

  • Cups now show how much you've wisely invested into them
  • 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
June 25, 2025 Beta 0.23.1 The Trash Man

New Stuff

  • Can now delete Duo Ironman characters
  • Added 5 Junk related achievements. There is no way anyone gets the final tier, right?

UI Changes

  • 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
June 20, 2025 Beta 0.23.0 Duo Ironman Season

New Season - Duo 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?

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.

But what else can this do?

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
June 11, 2025 Beta 0.22.11 email stuff

This Week

  • Adjusted the login handling some more to hopefully reduce random logouts
  • 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)

  • Still chipping away at it! Here's some preview screenshots though (UI is WIP):

Duo Season? :eyes:
Beta 0.22.11-1.png
Trading works! Nick UI goes BRRRRR
Beta 0.22.11-2.png
What's that third button for? (It's the shared inventory!)
Beta 0.22.11-3.png


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