Gathering and Production Affixes are now available in Season 1 and Season 1 Ironman!
~70 new Affixes added, ranging from stat boosts to new mechanics.
Experience gained from Affixing now scales with the dust used.
Affix Tab now separates items by rarity, making it clearer which item requires which dust type.
Added new recipe to craft Prime Runic Dust (reduces Mithril Bar usage).
Balance Changes
Combat has been rebalanced:
Most monsters are weaker to their intended combat style but stronger against off-styles.
Gear off-style affinity floor increased from 0.1 to 0.75, making most weapons better at off-style casting.
E.g., bows previously had -90% melee affinity, now -25%.
You can now punch with a bow. It’s still bad, but possible.
Golem Ring now simply brings negative affinities closer to neutral by 10%.
Defense XP formula reworked:
Now gained from attacking enemies.
More XP from attacking defensive enemies.
More XP from defending yourself.
Inferno (now available via affixes) no longer has a scaling cap—now caps at 5 consecutive procs.
Legendary Tools cannot be augmented past +1 unless Soulbound.
Soulbinding at any level does not remove existing augment levels.
Once Soulbound, they cannot be unsoulbound (forever together ❤️).
Rarity of multiple items adjusted for consistency.
Maximum Dungeon Augment increased from +10 to +20 (good luck!).
UI Changes
Advanced Combat Item Log fully replaced the old log (setting removed).
Rewrote Social UI (more responsive, especially on mobile).
Shared Equipment now displays Enchantments, Augments, Soulbound status, etc..
Buy Offer Enchantment Search now only shows Enchantments starting with the query.
Chat and Inventory size adjustments persist across updates.
Better Chat Icon selection visibility.
High Performance Mode now disables more animations (activate in settings for better performance).
Crafting/Augmenting UI now correctly finds base items when both base and non-base exist.
Numerous UI tweaks across the frontend for better user experience.
Augmenting Overhaul
Augmenting UI completely rewritten for better usability.
Augmentable Items now appear directly in the Augmenting Tab instead of needing to be moved manually.
Click to select quantity or drag entire stack into queue.
On mobile, hold the item for half a second to start dragging.
Shift+Click moves exactly one item.
Preview Augmentation costs and stats by hovering over queued items.
Failed Augments now crumble, explode, or do weird stuff instead of just vanishing.
Fixed a bug that allowed reducing Augmentation time.
Other Changes
You can move bait to the front of the Tacklebox again.
Minor tweaks to in-game guides.
Catching a Snowball now gives the item to the catcher instead of the thrower.
Fixed Alchemy bug where ingredient order affected enchantment priority.
Now always selects the highest total Alchemy Size enchantment.
(Yes, this is an indirect nerf to Alchemy 😢).
Deadliest Catch now works as intended.
Technical Changes
Reduced data traffic between client and server.
Numerous minor UI changes to help User Scripts.
Minimum time per action reduced from 500ms to 250ms (important for Gathering Affixes).
Complete rewrites of multiple skills to support Affixes.
Extensive private/local testing was conducted, but some edge cases may still arise.
"There’s so much in this update I physically cannot bring myself to listing it all. halp" -Nick
"I got you. np np" -Ice
Up Next
Upcoming general balance pass + additional content where needed.
Potential new Skilling Sets.
More Combat Style parity—adjustments to gear progression across styles.
Beta 0.17.8 - Intermediary Patch Until Next Big Update
13 December 2023
Beta 0.17.8
ExpandSkilling Affixes Incoming, Balance Adjustments, and Bug Fixes
0.17.8a
Fixed crashes, exploits, and minor UI issues.
Skilling Affixes are coming next week!
Currently ironing out remaining bugs on the private test server—expect it to go live soon.
Balance Changes
Normalized Elite Scroll drops across zones.
Elites now drop their respective scrolls, meaning more scrolls will drop as difficulty increases.
UI Tweaks
Social UI updated to the new standard, fixing hardcoded values and redundant styling.
Messages sent to General from Discord are now white, making them easier to distinguish.
Updated some inputs to use compact amounts.
Bug Fixes
Fixed character joining issues in chat channels.
Improved hiscore icon checks.
Merc actions now start immediately after respawning.
Fixed Resurrection Proc issues.
Prevented invalid inputs in various UI components.
Beta 0.17.7 - Lots of Fixes, Big Things Soon
05 December 2023
Beta 0.17.7
ExpandBug Fixes, QoL Improvements, and Skilling Affixes Testing
Changes
Added private message history retrieval on page refresh (defaults to 1 hour, max 128 hours).
Added various UI anchors for scripts.
Added new cosmetics: Eyes of Chaos and Forgotten Platelegs.
More base Talismans added to Giants' Keep drop tables (less junk to compensate).
Fixes
Fixed Item Log default values for maximized/minimized text display.
Marketplace offers are now consistently called offers instead of sometimes being called orders.
Fixed attempts to edit other players' Market Listings.
Various Marketplace UI fixes.
Potential fix for Healing Icon in Status Bar getting stuck.
Various User Action Queue fixes to align functionality with expected behavior and fix edge cases.
Adjusted Inferno to increase max count every 25%.
Loadouts now equip properly after skipping an action.
Prevented negative values that broke looting in Fishing.
Difficulty now properly applies to User Action Queued combat.
Added popup notifications for Marketplace Offers.
Fixed crash caused by missing data from deleted characters.
Fixed Empowered Haste being double-counted in some UI elements.
Fixed undefined buff array in Status Bar.
Removed time conversion inconsistencies.
Fixed Elder Focus crafting cost / XP cost.
Fixed single Platinum Buff not showing Donator Name.
Fixed issues with Guest Account claiming.
Stored last active tab in local storage so the browser remembers settings.
Upcoming
We've moved to the Testing Stage for Skilling Affixes! Soon™!
Beta 0.17.6 - Added Phrog
29 November 2023
Beta 0.17.6
ExpandQoL Changes, Balance Adjustments, and Bug Fixes
Patch Notes
Start combat directly from the zone menu (enable in prep screen).
Equipment can now be equipped from the slot, similar to cosmetics.
Experience is now tracked in the Loot Log.
Loot Log can now switch to per-hour rates.
Buy Orders can now be created and updated from Market Listings.
Tiered Set Bonuses are now combined in tooltips.
Legacy Tooltips are now more compact.
Added Phrog.
Balance Changes
Enrage now applies the full 2% Armor Pen per level (previously 2% of 15% or 0.3%).
100% success rate for all Scrollcrafting.
Bug Fixes
Fixed Elder Staff crafting cost.
Fixed Enraged Mobs giving incorrect Defense XP.
Fixed Affixed Gear turning red in Loadouts.
Various Marketplace fixes.
Upcoming
Almost all Skilling Affixes are now implemented with their respective rewrites completed.
Next steps: Testing + UI work—woohoo!
Beta 0.17.5 - More Fixes and Background Work
22 November 2023
Beta 0.17.5
ExpandBug Fixes, Skilling Module Overhaul, and Marketplace Improvements
Changes
Elite Scroll and Dungeon Keys now take you directly to the combat preparation screen.
Buy Offers can now purchase a range of augments and/or any enchantment.
Smithing input now displays total numbers.
Bug Fixes
Apply Reel Stats from Bait.
Crafting can now be done without vaulting non-base items, while only consuming base items.
Experience in Session Stats now accounts for buffs.
Total experience will recalculate on level up.
Chat mentions that are no longer visible will clear the notification dot.
Status Bar fixes for smaller screens.
Action Queue stops when empty.
Cooking stops if started without ingredients.
Completely rewrote auto-stacking in inventories (Autovault/Autotacklebox) to fix cases where items were not properly added to inventory.
What's Happening
We're rewriting many skill modules to support the new hook system powering Skilling Affixes and allowing for more flexible Talent design.
The Mining and Foraging modules are currently being cleaned up, with ~400 lines of redundant/duplicate code removed per skill.
Once all skill modules are converted and tested, we can begin implementing relevant Affix effects.
This process will realistically take 2-3 weeks.
Beta 0.17.4 - New Market UI!
14 November 2023
Beta 0.17.4
ExpandMarketplace Overhaul, Crafting XP Rebalance, and Bug Fixes
0.17.4a
Gold Ore removed from Lava Maze monsters and replaced by Burnt Fish (last patch, forgot to post it).
Prevented new market listings/offers below vendor price (old orders expire 1 month from listing as usual).
Buy offers no longer purchase affixed gear.
Sell listings sell at a higher price if there’s an older buy offer.
WIP Instance Stats Display is accessible but still unfinished.
Bug Fixes
Patience now works correctly for fast attacks.
Fixed various Marketplace bugs.
Balance Changes
The Crafting XP Rebalance is now live, making XP gain more consistent across the board.
Fixed a Defense XP bug—buffed XP gain when dodging (should greatly improve XP gain).
Marketplace UI Overhaul
Silent has made major improvements to the Marketplace UI.
You can now see other players' buy offers.
Food and potions can now be searched in a single tab.
The Marketplace is now far more convenient compared to before.
Fixes
Fixed character counting issues (e.g., inactive/prior season conditions).
Fixed visual issues for items not fully converted in the last item visual rework.
Numerous technical fixes for generally unnoticeable legacy UI issues.
Upcoming Updates
The Talent Framework is fully implemented:
Talents now save and apply to characters.
Next step: Massive design pass to implement all talents and polish UI.
The Quest/Achievement framework is progressing:
Nominal implementation done, but requires major backend/frontend work.
Equipment balance changes are being considered:
Adjusting affinities to reduce extremes, making hybrid builds more viable.
Shifting Tank stats (Prot/Stam) relevance beyond just wearing the correct gear.
Beta 0.17.3 - Lots of Fixes
07 November 2023
Beta 0.17.3
ExpandBug Fixes, UI Improvements, and Crafting Changes Incoming
0.17.3a
Fixed combat queue timer issues and crashes introduced in the last update.
Level 40 Magic/Range gear is now Uncommon rarity.
Fixed various item tag/search issues (e.g., Legendaries, Jewelry).
Numerous technical UI fixes.
Account-wide Bestiary now functions properly.
Crafting Changes Next Week
A significant rebalance of crafting experience is coming next week to make XP gain more consistent across the board.
Check Discord for more information!
Server Updates
Upcoming software updates will result in 30-60 minutes of downtime when this patch goes live.
Should resolve recent random server crashes.
Changes
Enabled editing queue timers.
Signet and Corrupted Ring can now be enchanted.
Base Action Queue Count set to 1 and Base Action Queue Length to 10 minutes—this improves usability for those with only one related token.
Bug Fixes
Combat Instances now properly handle reconnecting to different shards (fixes rare bugs like mercs appearing in solo zones).
Fixed Scrollcrafting doing 1 extra action after running out of materials.
User Action Queues now properly use their intended loadouts.
Queue properly accepts max length.
A huge number of UI changes in this update were contributed by Silent, our newest CC!
UI Fixes
Dwarven/Elven buffs now apply correctly to Cooking UI.
Fixed Scrollcrafting UI chance formula.
Removed soulbound items from Marketplace sell list.
Fixed duplicate items in Bestiary (uses itemIcon instead of itemImage if available).
Adjusted Marketplace name augmentation color margin.
Fixed rounding errors in Smithing UI calculations.
Affix rerolling UI now properly displays current roll.
Fixed end date league check in UI.
Removed activate button from season-end characters.
Combat group highlight works again.
Added HP display for ingredient foods.
Fixed salvage message inconsistencies.
Fixed inspect window overlapping cloaks/capes.
UI Changes
Bestiary now checks overall account scroll clears instead of just per-character clears.
Bestiary now separates loot by leagues.
Improved Loot Goblin description.
Overall mobile market UI improvements.
Smithing UI now shows totals, fixed intensity bar offset, overlaid heat number.
Tweaks and fixes to Affix tooltip displays.
Adjusted some scroll image assets to use prior versions instead of duplicates.
More specific Combat Status Bar descriptions.
Combat now has background themes.
Cosmetics now display on Character Selection.
Cosmetics now display in Group Sidebar.
Adjusted avatars for Group Mugshots/Avatars.
Show queue stats even without an active queue.
Probably a lot more UI fixes/tweaks from Silent that weren’t individually listed!
Technical Stuff
Work has begun on Quests, Achievements, and Mastery Talents. Stay tuned!
Beta 0.17.2 - Action Queue UI + Fixes
31 October 2023
Beta 0.17.2
ExpandUser Action Queue UI, Affix Balance, and Bug Fixes
User Action Queue
A new UI has been added to the sidebar for the User Action Queue.
IS+ subscribers and those with relevant platinum tokens can now define a set of actions to be done automatically under specific conditions.
Scroll to the bottom to see an example of the UI.
Balance Changes
Affixing Runic Dust cost drastically reduced.
Affinity-related affixes min/max values buffed.
Root Digging now explicitly mentions it requires Earth Runes.
Root Digging now drops multiple Mysterious Seeds when the seeds roll.
UI Changes
New CombatAvatar renderer to fix legacy resizing and missing/invisible asset issues.
Improved seasonal chat level colors.
Loadouts now show an item's location with a colored border:
Blue = Equipped
Green = In stockpile/vault
Red = Not found
Added thorn damage assets.
A star icon now properly appears on reduced effect rolls at their reduced maximum.
Can now search for item rarity.
Parrying Gauntlets receive new assets.
Improved Bestiary UI—now displays the required scroll to level it.
Clarified Taxes description—junk chance cannot exceed 100% to attempt to double drops.
Max HP in stats display improved.
Updated guides from Feylos.
Fixed Necromancer's Cowl having incorrect placement/size.
Bug Fixes
Platinum store Prospecting Buff replaced by Empowered Prospecting.
Fixed affix rolling edge cases.
Merc loadouts now properly grab affixed items when necessary.
Fixed account-bound cosmetics.
Fixed thorns-related shenanigans.
Fixed profile cosmetic saving.
Made action inputs more consistent with new locking.
Fixed Necromancer having a range tag instead of magic.
Fixed global buff issues.
Forced Platinum Buffs to never be in the past.
Defined scroll ID fields for certain enchantments—fixes some disenchanting/salvaging issues.
Fixed Mastery XP display in level bar/utils.
Beta 0.17.1 - Season 1 Week 2
24 October 2023
Beta 0.17.1
ExpandAffix UI Updates, Platinum Buffs, and Bug Fixes
Season 1 Week 2
Happy second week of the season! Hope you're enjoying affixes.
Not a huge list of technical fixes this week due to several maintenance patches last week.
New Cosmetics
Night Walker - Helmet Skin - A spooky deer skull helmet.
Celestial - Full Transmog - Become a celestial with a very fancy celestial cape.
Platinum Buff Changes
The following buffs have been added for platinum purchase:
Empowered Prospecting
Empowered Gathering
Fertilizing
Root Digging
Runecrafting
Cooking
Shrimplord
Affix Changes
Affixes are now split by rarity in the UI.
Affixes are now shown on the item in inventory in the bottom right-hand corner of the item box.
Crafting Runic Dust now results in 2 dust instead of 1.
UI Changes
Equipment items now display all info in the item box like in the inventory.
Updated the character model to a new, fancier one that has been sitting unused for a year—finally adjusted to work with the legacy renderer.
Seasonal game modes now have shades of purple for level colors.
Game Bug Fixes
Fixed loadout loading issues.
Seasonal ironmen now have access to Ironman general shop items.
Other Changes
Frost Flowers now have the Supercooling enchantment.
Frost Flower and Black Berry stats adjusted.
Technical Stuff (User Scripts + Bug Fixes)
Ice has brought back the Discord chatbot so staff can talk from Discord to General chat!
Exposed affix, crafting requirement, and augmentation requirement lists to client (important for user scripts).
Increased catch-up time hardcap from 5 minutes to 30 minutes. If stable, it may be further increased to ensure no lost offline time by simulating actions upon login.
Fixed a deadlock causing remaining server crashes, with better auto-recovery solutions being investigated.
Improved handling of unexpected backend timeouts—affected sessions will attempt to recover multiple times before being terminated without impacting non-broken sessions.
October 24, 2023 - Hi!
Beta 0.17.0 - Season 1 Launch
17 October 2023
Beta 0.17.0
ExpandAffixes, User Action Queue Improvements, and Season 1 Launch
0.17.0c
Fix master hiscore XP display.
Moved XP into the panel in affixes.
Elite Damage multiplier affix now has 5 specific slots to roll on instead of being generic.
Cooking available attempts now also considers heat.
Loadouts are now affix-aware (you must remake and resave affixed loadouts each time you reroll).
number.toLocalString now uses 'en-us' formatting.
Fixed issue with pre-season chat having the same channel ID as Season 1, causing some channel joining issues.
Fixed unintentional negative affixes in multipliers.
Fixed node issues in foraging with enchantments.
User Defined Action Queue Handling Changes
Massive rework— if an action fails, it will now skip to the next one.
Example: Queue 1 hour of mining followed by 30 minutes of smithing. If smithing runs out of materials, it will return to mining instead of idling.
The queue runs until the offline timer expires or indefinitely while online.
This makes the action queue far more useful.
0.17.0b
Runic Dust and Gear Scraps are now tradeable.
Format changes from last patch applied to legacy tooltips.
Base drop rates: 50% / common, 40% / uncommon, 30% / rare, 20% / epic, 10% / legendary.
Amount of dust dropped scales with dungeon difficulty.
Fixed rounding issue with max health and some affixes.
Fixed affinity bonus not applying with some affixes.
0.17.0a
Runecrafting stacks only consumed while Runecrafting, not weaving.
Fixed cases where affixes may be lost (e.g., soulbinding/transforms).
Slowmode properly works in seasonal trade channel.
Fixed chat channel joining issues.
All affixes should be implemented correctly.
Updated affix tooltip readability.
Runecrafting category added to crafting.
Season 1 Launch
Season 1 will be live on October 17th, 2023, at 3PM UTC and end on February 1st, 2024.
Two modes: Standard (marketplace enabled) and Ironman (not NGIM).
Features accelerated XP progression and Affixes.
What Are Affixes?
Affixes are modifiers similar to enchantments that apply stat boosts or chance-based effects to equipment.
Currently focused on combat, with other affixes planned.
Around 80 affixes exist, from common stat boosts to legendary effects (e.g., passive life steal, damage reflect).
How Do We Get Affixes?
Applied in the Runecrafting tab using Runic Dust.
Affix strength scales with item rarity.
Runic Dust sources:
Combat (produces ~10% of the dust compared to other methods).
Gathering/processing (primary source for targeted dust generation).
What If I Don't Like an Affix?
You can reroll affix strength, but changing the affix itself requires a new item.
Unwanted items can be salvaged into Gear Scraps, which are used for rerolling.
Everything Else
Added assets for the Lumberjack Set and Camo Cloak.
Fixed a plethora of UI issues.
Adjusted item rarities.
Improved handling for chat channels (default channels are now more robust).
Introduced league/season-specific trade channels (primarily for the default league and Season 1 marketplace-enabled mode).
Rewrote the character online counter to properly account for NGIM and seasonal modes.
Changed Platinum buff pricing— you now get twice the buff duration per plat spent.
Fixed Runecrafting buff stack consumption.
What's Next?
Now that Season 1 work is mostly complete, focus will shift to fixes and tweaks for existing content.
Ongoing support for affixes and new seasonal mechanics/content throughout the season.
Stay tuned for announcements!
Beta 0.16.1 - Season 1 Soon™
11 October 2023
Beta 0.16.1
ExpandSeason 1 Delay, Bug Fixes, and Backend Improvements
When Season 1???
While Season 1 is technically ready, initial feedback suggested it needs more polish and balancing before a full release.
Adjustments are being made, and Season 1 will now launch next Tuesday.
Season 1 will run until February 1st and serve as the primary testbed for potential polarizing features before deciding if they will be added to the main leagues or remain exclusive to seasons.
Bug Fixes
Torn Banner can now properly drop.
Potential fixes for some flickering issues in Firefox.
Loot log string placeholder fixes.
Character count coloration fixes.
Navigation links now supported in system messages.
Rebalanced and fixed Dwarven Forge issues, added refining proc to UI.
Your seasonal character will be deleted on conversion, but stats are backed up for potential future hiscore restoration.
If you delete the character manually, you will lose your tokens.
New Items
Blademaster's Shroud - Dark Fort drop - Melee DPS cape with a full set of enhanced auto attacks and an AOE ability.
Royal Banner - Dark Fort drop - Support/Tank cape with helpful group abilities.
Necromancer's Set - Barrows drop - A 5-item Magic DPS set with its own powerful set effect and abilities.
Balance Tweaks
Minimum action time for most actions decreased from 1s to 0.5s. Please don't light the server on fire!
Bug Fixes
Buy Order partial filling fixed.
Marketplace listings should now be deleted properly when deleting a character.
Fixes for unintended combat edge cases.
Fix pings in whispers.
Shrine refreshes at 1500 on Fridays instead of 0000 (server time).
Total mastery XP calculation fixes.
Mercenaries were inadvertently reducing their own stats.
UI Things
If you have no icons unlocked, a handy "No icons unlocked yet." message is displayed.
Adjusted most instances of "Ability Rotation" to "Ability Priority" for accuracy.
Various fixes to Combat UI.
Various fixes to chat UI.
/throw message tweaks.
Item gain/loss animation tweaks.
Lots of various improved assets and CSS tweaks from Ice/Silent.
Technical Stuff
The entire backend work for affixes is now live, though affixes cannot be rolled or found until Season 1 launches.
What's Next
Season 1 will start next week if there are no unforeseen obstacles!
Beta 0.15.0 - Buy Orders / Action Queueing
20 September 2023
Beta 0.15.0
ExpandNew Marketplace Features, Action Queueing, and UI Improvements
0.15.0b
Crit works now— all crit gear is massively better due to a bug fix that prevented crit damage from applying even when a crit was rolled.
Vastly improved the buy order UI to what it was supposed to launch with originally.
Various Combat UI tweaks + fixes from Silent.
0.15.0a
A few bug fixes that snuck in with the emergency maintenance that launched 0.15.0 originally.
Buy Orders
Buy Orders are now available!
Create a buy order by going to an item's marketplace page and clicking the "BUY ORDER" button in the top left.
Specify how many of an item you want, the most you're willing to pay per item, and optional filters for augmentation level, enchantment, and enchantment strength.
Orders will purchase every listing under the max price, starting from the cheapest and oldest first.
User Defined Action Queues
IS+ subscribers (or those who purchase the relevant tokens) can now define a specific action queue pattern.
By default, IS+ members can specify up to 3 different actions in a 3-hour loop.
Example: Mine for 1 hour → Forage for 1 hour → Fish for 1 hour → Repeat.
Actions will start as if manually initiated, loading the relevant loadouts automatically.
The queue only advances after an action is completed (e.g., a long smithing action won't be interrupted mid-way).
To set up an action queue, use the /useractionqueue command. Try /help useractionqueue for options!
A UI for this feature will be added in the future.
You cannot be in a group while using the action queue, but mercenaries will function normally.
UI Things
Improved Combat UI styling and scaling from Silent.
Formatting updates for /selljunk output.
Top Icons moved to Top 3.
Technical Things
Massively improved base item detection for augmenting/crafting; should now properly use base items unless customized by the player.
Refactored the Runecrafting backend module to improve usability and resolve some bugs.
Initial support added for time-based shop purchases (e.g., can only buy X item every Y days). The goal is to add wanted items in small quantities as a gold sink while avoiding daily mechanics.
More backend support for personal profile customization (hiscore showcase, item showcase, title showcase); frontend support not implemented yet.
Fixed the previous fix for wealthing things while cooking. (Why are you wealthing things while cooking???)
Adjusted reconnecting behavior— sessions can now preemptively detect reconnect failures due to process mismatches and move to fallback behavior without a delay. This should make reconnecting faster and more consistent, reducing the need to reload the page.
Session-persistent loot log/item tracking has been implemented in the backend, superseding the existing session stat system. More support will be added soon™ as it replaces the session stats system.
A change to /fixinv was considered to replace legacy items in stockpile with fresh copies, but this was determined to be a bad solution and will not go live. Legacy collectors, rejoice!
This is a small update of what we've had ready for live and includes some technical changes to how some chat messages are handled as well as improvements to various mod tools.
The major change for this week is that playtest will go live to hopefully get the next big update ironed out for next week! See the Discord for more details!
Beta 0.12.14 - Bug Removal Service
05 July 2023
Beta 0.12.14
ExpandBug Fixes, QoL Improvements, and Balance Changes
Once the server stops burning we will be focusing heavily on the next big update since it includes a fair amount of content, the systems that power that content, as well as many various technical improvements across the entire codebase.
0.12.14b
Adjusted the leniency of the inventory interactions to handle errors, should allow stack size to increase even if there was a hiccup.
Minor cleanup/refactoring for technical improvements, ported in from the next big work-in-progress update.
0.12.14a
FIXED THE ITEM LOSS BUG.
Lots of handling (notifications for clients) when a transaction has issues, at the module level.
Adjusted how auto-recovery happens so it doesn't immediately do it on first error.
Handled for negative stack-sized item.
UI fixes for various item + loadout issues.
Fixed cooking pot reconstruction using some random dude's inventory lmao.
You can log in with either your account name or your verified email now.
Bug Fixes
Fixed an issue that led to accounts being unable to be claimed by email properly.
Abilities can no longer be learned in combat to keep player rotations from resetting when updating known/learned abilities.
Fixed a transaction failed error when attempting to sell junk when none are present in inventory.
Cooking pot is now reconstructed from database when it errors out so it should no longer be stuck until a /refresh.
Players can no longer join a party that is busy.
Commands can no longer be sent in group chat to reduce problems related to issuing commands.
Shrine high score table has had some of its old UI undeleted.
Keys/Scrolls that are selected in the combat UI then removed from stockpile will be unselected in the combat UI.
Marketplace history date now has some spacing to keep it from becoming illegible in some cases.
Fixed the nimble description.
Fixed enchantments that are supposed to take from ammo pouch not doing it.
Scholar description updated to reflect the item destruction.
Prevent multiple invites from the same player.
Fixed some combat fields not being reset on death in some cases.
Fixed being able to send marketplace listings into non-trade or non-custom channels.
INFO should now only post to general + league general and help channels.
Mastery announcements should now be functional.
Single size fish recipes should now properly give burnt fish and fish oil.
Quality of Life
Fishing Node UI text legibility increased.
Equipment can now be searched for by their slot.
Marketplace prices have been monospaced to make it easier to read and compare.
Can now clear loadout selection in the combat UI.
Learn Ability option is disabled if the player has already learned it.
Cooking UI now displays both the chance to burn and the actual recipe difficulty.
Balance
Soulbound XP rate for accessories increased by ~30%.
Yew Recurve Bow crafting level increased from 27 to 29 because its required ammo is a level 28 craft.
When a snowball chat text says the player has caught it, a snowball is now added to their inventory.
What's Happening Next
The content and UI overhauls are still in progress and will be entering the testing stage soon! Keep an eye out for teasers posted in the #dev-blog channel.
Beta 0.12.13 - S Y N C
28 June 2023
Beta 0.12.13
ExpandUI Changes, Rename Token Update, and Sync Improvements
UI Change
If an item's stack size is 1, stack size value is not shown.
Rename Token Change
Renamed items become untradeable. Currently, this is an irreversible process and applies only to newly renamed items.
SYNC
Reenabled some recovery settings that will refresh inventories that error without needing to input the command or reload the page. This won't resolve errors that cannot be resolved by a /refresh, and in some cases, the full /refresh will be necessary to resolve some errors that aren't covered by the auto-refresh.
What We're Working On
Work is still heavily underway on the big balance + content pass for non-combat-related things. Keep an eye on the #dev-blog channel in Discord for more specifics not mentioned here!
Currently, we are working on adding three new dungeons from the gathering/production skills as well as half a dozen legendaries with roughly two dozen new equipment pieces/items in general for all equipment slots, including some new ones. It's a lot of content!
Beta 0.12.12 - New Cosmetics, Slight Rebalancing, and Technical Changes
21 June 2023
Beta 0.12.12
ExpandBalance Adjustments, New Cosmetics, and Technical Improvements
Balance Changes
No more search penalty when switching nodes. Instead, the first node will always be the standard non-specialized node.
New Cosmetics
The 'Gift of the Lightning King' and 'Fresh Off the Island' cosmetics are now available for purchase at 3500 and 800 platinum, respectively. The first overrides your base skin layer, the latter gives your character a beard and eyebrows.
New Token
You can now purchase Item Rename Tokens for 300 platinum.
Technical Stuff
Some significant changes to how we handle some inventory transactions. This should make it more robust at handling edge error cases that cause desyncs as well as give us a lot more information regarding what may have caused that error.
Adjustments to canceling actions in progress to reduce potential error cases if resources are being accessed in multiple modules at once.
Misc
Fixed the message when being invited to someone's group.
Added Min/Max Hit Multiplier to weapons that have them (some 2h weapons).
Improved loadout handling, especially in combat.
Known Issues / What's Going On
We initially posted this in the dev-blog channel on Discord, but here it is in case you missed it:
Hello everyone! This is a quick pre-update blog post to give y'all some insight into what's happening.
First off: We're aware that there are desync issues that uncommonly occur regarding items in various inventories or the action queue. Generally, if the desync begins, it continues to break things until it is fixed. There are five main steps you should take to resolve these when they occur:
1. Run the command /fixinv – this transfers duplicate stacks of items to restack them. Generally, this means moving ghost items from your stockpile to your vault.
2. Refresh (or full refresh, Ctrl+F5 on PC vs just F5) your page. If the item is only visually there or is just bugged in UI, this will resolve it.
3. /refresh will completely refresh your backend session and rebuild it. This catches and resolves desyncs between memory and the database.
4. /clearqueue force clears your current action and kicks you out from it. This will force cancel any keys/scrolls you're doing, and clearing your queue while doing a key/scroll is non-refundable.
5. Completely reset your group. This should generally be done anytime you attempt any of the above. To do this, simply leave your current group and start any action to recreate it.
There are a few bugs that we need reliable reproduction steps for:
1. Doing one action and then randomly swapping to another one.
2. Getting a merc while in a few group, or getting too many mercs.
The big content update that I mentioned earlier (non-combat content and balance pass) is still underway, as well as the UI overhauls that Boohi showed a little of above this post.
What we're working on right now is getting our test server spun up to specifically look into desync issues that so far have simply refused to be reproducible. We have a few ideas about what could be causing it, as well as changes we can make to improve the robustness of the server in general, which will reduce the more apparently random issues. If these general improvements don't prove to fix the issue entirely, we've got some more technical changes that are currently being planned that ought to fix it, but these are very in-depth and complex changes that I can't readily put a timetable on yet.
This is a small update to get us back on the Tuesday schedule.
UI Fixes
Fixed double line on enchanting skilling books for Legacy Tooltips.
Fix crash when selecting "Open Marketplace Listings".
Combat Fixes
Fixed monsters not using their rotations properly because of overlap from priority rotation changes.
Fixed Sylvan Staff not announcing.
What's Coming
We're (mostly Ice) in the process of rewriting the Farming UI/backend. It's a night and day difference and 100% worth the time and effort being put into it. Again, thanks Ice!
Continued work is happening behind the scenes for the next planned content expansion/balance pass. There's a lot in it and it'll definitely flesh out parts of the game that may seem a little bare at the moment. Yes, it's for more than Combat!
Beta 0.12.9 - UI, Balance, Bugs
02 June 2023
Beta 0.12.9
ExpandUI Improvements, Balance Updates, and Bug Fixes
UI Related
(Thanks, Ice!)
Platinum to increase icon UI fixed/refined.
Fix close button behind preview in plat shop.
Fixed market showing server time instead of local time.
Fix buff stack rounding issues.
Add UI hint when monsters still have more loot to unlock.
Adjusted merc health appearance to be more readable.
Fix 'ghost items' in bestiary loot entries.
Remember scrolling position on marketplace overview when viewing an item.
Personal leaderboard fixes.
Dropdowns for combat zones.
Balance Related
Most melee 2h weapons now have increased hit multipliers that will generally increase their effectiveness quite a bit.
Shapeless Cleave buffed.
Living forest drops fewer apples and more bananas.
Fixed inversion of AOE damage.
Technical Stuff
We're still in the process of doing a lot of cleanup of the backend, but there should already be some noticeable changes to the player experience because of them, such as improved error handling for inventories that should help reduce the number of inventory transaction errors.
There may be bugs inadvertently introduced due to the cleanup, but the cleaning should result in far quicker fixing.
Beta 0.12.8 - Less Bugs, More Polish
26 May 2023
Beta 0.12.8
ExpandUI Improvements, Bug Fixes, and Balance Changes
UI go brr
You can now drag and drop ability images to set your rotation!
Bug Fixes
Fixed /selljunk sometimes erroring out.
Fixed ability rotation sometimes not respecting max ability count.
Fixed ability rotation sometimes being able to get changed mid-combat.
Fixed instances where Wealth procs would not give you the full gold reward.
Fixed legacy food tooltips.
Fixed some miscellaneous update listing bugs.
Fixed trying to use 0.5 fertilizer bug.
Fixed Password Recovery process.
Misc. Improvements
More info for banned/muted players to know when the punishment is over.
Show personal leaderboard placement.
Improvements to threat calculations, added option to target based on lowest HP percent.
A fun easter egg for collectors of a specific item.
Some automated tasks that should hopefully reduce typos I (Nick) sometimes make.
Various UI improvements.
Balance Changes
Reduced soulbound XP gain by ~33%.
Super duper mathed out Combat drops from chikenz! (ty chikenz).
Reworked crafting material costs for dungeon keys, also based on SUPER MATH.
Heal/damage over time effects cast without enough ammo have heavily reduced efficacy (half healing, half dot counts, twice as long between events); Bandage Friendly now requires 1 nature rune.
What's happening next patch?
We're working on some technical cleanup to try and resolve some underlying issues that have cropped up every once in a while (desync primarily). With our fantastic new blue names, this will hopefully go well!
Disenchant and Unsoulbind have been separated into two separate buttons. When you disenchant, it also attempts to salvage materials as normal based on the scrolls that make up the enchant, if it exists. When you unsoulbind, it will remove all item levels and experience as well as reset the augmentation level to 0.
The auto-rotation setting defaults to off and a new button has been added to the UI in case you want to test the auto-sort setup without having to use the setting.
New setting that checks to make sure mercenaries have access to all their gear and food as intended, and if not, cancels starting combat.
Added total healing for food on modern tooltips setting.
Implemented 'Dungeon Misclick Safety' Setting, which defaults to false. If it's on, then when you attempt to start any action from the client while running a dungeon/scroll, it will block the attempt and send a popup.
Bug Fixes
Fixed merc check spam.
Fixed some deleted message bugs.
Fixed buying the wrong listing.
Fixed/improved various UI bugs for marketplace interactions.
Fixed an inconsistency with ability displays that led to the wrong abilities appearing in UI even when the backend was casting the correct ones.
Update listing should send the full item back to inventory instead of just the base item by ID.
Fixed taxing enchant.
Fixed retreating shot having twice the effect it should, leading to some weird targeting behavior since it could drop your threat to 0.
Global buffs should properly appear on client now.
Global buffs should properly apply.
Fixed auto-attack replacing behavior.
Fixed very forgetful characters losing track of their ability rotations.
Fixed tooltips to include 2h weapons counting twice for sets.
0.12.6a
Fixed dungeons/scrolls breaking.
Mostly backend fixes/cleanup.
There's a lot in this patch, I may have missed something compiling these changelogs. Feel free to shoot us a question for clarifications or explore in-game for answers!
Mercenaries Are In!
Mercenaries are a new system where you can hire an NPC to use your equipment and stats to aid you in combat instead of having to always group with another player. This is intended as a convenience system for people who don't want to participate in the ever dreaded ActiveScape™.
They're at the bottom of your loadouts tab!
New Combat UI
Lots of improvements by IceFreez3r for our combat selection and combat adjacent systems.
This includes the long-awaited Bestiary. Monster stats and drops are shown in detail as you unlock new entries by completing elite scroll challenges.
Dungeon and scroll selection has been overhauled to use the combat zone selection UI instead of an item.
Clicking on a loadout item in a loadout will change the loadout's image to that item.
Miscellaneous
Improved and additional mod tools for chat moderation. Beware, rulebreakers!
New update listing option from Ice so you can update your existing listings instead of having to remove and re-add, QoL go brrr.
Basic support for the face and body cosmetic slots have been added.
Bug Fixes
Fixed total expected cooking actions.
Location and mercenary assignments persist when re-saving loadout.
Various fixes to displaying and fetching patch notes in-game.
MOTD appears in all channels except Whispers.
A ton of UI related fixes + clarifications that are too numerous to list, mostly fixed by our amazing Blue Names!
Massive Amounts of Combat Stuff because it is my (Nick) favorite child
Quick Shot and Swift Shot have 10s cooldowns.
All 1.33x ability affinity mults have been increased to 1.5x.
Empowered Bestial Dagger Speed 2.2 -> 2.1, Strength up to 42, Melee Affinity up to 1.1.
Increased accuracy of all crossbows.
Decreased Quick Shot min and max dmg to 0.9 from 0.95.
Added 'Imbued Charms' which are optional magic damage/acc ammo consumables.
Added an uncraftable tier (1.4x) of ammo only available from greater gathering chests.
Naturalist now boosts greater chest finding in all gathering.
Added additional items to elven gear auging costs, shouldn't be prohibitive, might be too low.
Added support for de/buffs to ignore prolonging; this has been added to all existing debuffs.
Implemented 'Pending Resurrection' enchantment.
Reimplemented the 'Phoenix Flame' set bonus.
Overheating affects both defensive and offensive stats.
Acid Splash, Acid Wave, and Armor Rend are now available to players through skill books. They drop from enemies that use these abilities as they are themed as notes that the player takes learning from the monsters. Non-elites have 1/10k chance, Elites have 1/1k chance to drop.
Reimplemented Resurrection Sickness.
Mantle of Flame has 2 new abilities—'Channel Resurrection' and 'Prepare Resurrection'.
New combat jewelry is tradable + new level reqs.
Taxing Enchantment Reworked, now boosts junk drops and does not reduce stats.
Monsters now weaker vs. their special damage weaknesses (slashing/piercing/fire/ice/etc.). Monsters without special weaknesses generally have gotten some new ones.
Lesser Demons max hit mult reduced from 1.0 to 0.9 to make lava maze easier early on.
Doubled effectiveness of threat modifying buffs (taunt/tank taunt/blending in).
Adjusted weights of threat contribution:
Armor threat increased.
Attack Speed threat increased.
Missing HP threat increased and only applies to monsters; monsters will always assume the player is max HP for this check making it effectively static.
Implemented 8 (total of 9) new targeting methods for abilities to add more tools for design, i.e. lowest threat, highest threat, random, random excluding highest threat, lowest health, etc.
Diminishing damage per attack attempt on AOEs supported.
Mercs take 10% of drops per junk roll.
Dungeons scale twice as fast as other combat zones for difficulty.
Max buff count from abilities supported, generally it's either 1 or 99, debuffs do not cap.
Moved hard rotation to priority rotation; character will always attempt to cast the first off-cooldown ability. Monsters still have hard rotations, generally.
Added some auto-rotation functionality to create a decent priority rotation off of existing ones, can be toggled off in settings. Recommended to use this as a starting point but not to fully rely on it unless you're okay with some inefficiency.
Adjusted drops for Goblin Settlement/Cache, Souls drops, CW drops (mostly all nerfs here).
Added a new enemy—Exiled Preceptor. He appears in very high difficulty Fallen Academy waves and drops the high-level mage dungeon frags. He is very strong.
Combat splash wheel reimplemented.
Crystal scales no longer drop in Overgrown Woods.
Fixed various enchantments not affecting stats as intended.
Wild Slash base max dmg coeff down to 0.75 from 1.5.
Execute has better melee damage scaling, faster to cast (1.2 to 1), and higher min dmg coeff (1 to 1.25). Execute special handling does up to 33% more dmg starting at 50% target hp, from 15% starting at 33%.
Slayer's Pendant given more offensive dmg aff in all styles (1.03 to 1.05). Given higher base prot/stam (1 to 4) and 4 strength. Gives 2 str per aug.
Tooltips received a new overhaul, with a more modern and compact outlook. No more overflowing tooltips!
You can enable and switch between different Tooltips (and comparison mode) in the Settings. The new Tooltips are disabled (for now) by default. Plan is to make them the default option after a while.
The Tooltips were previously part of Dael's userscripts, but now integrated into the official user interface. Thanks Dael!
Other
Fixed an issue causing Idlescape Plus to not renew properly.
Performance and minor visual fixes to Landing page.
Clicking the Version at the top right corner will now show the latest official posts from Idlescape.
Thanks a lot for all the feedback both in live server and the playtest one!
Beta 0.12.4 - Shapeless Update
26 April 2023
Beta 0.12.4
ExpandNew Item, Balance Changes, and QoL Improvements
New Item
Intended to begin pushing group combat to support more support roles, the Sylvan Staff is a new item that has been introduced to give magic support players access to more tools to keep their parties in the fight.
Will be released in next week's update.
New Cosmetics
The Shapeless Bow and Shapeless Staff have been added as new cosmetics.
Quality of Life
Can now filter by item set names in inventory.
Filtering of player auctions on the sell page.
Balance Changes
Wealth and Scholar have been returned to their former glory, sort of! They have been reverted to 20% per strength except now they do not stack on top of each other.
Halved effectiveness of the Soul Stealing buff (0.1 to 0.05).
Chorus of Souls ability overhaul: Lesser Soul Steal to Corrupted Soul Steal, added two new abilities, "Wailing Souls" and "Blinding Souls" that apply debuffs.
Implemented several existing combat debuffs.
Greatly increased the chance of getting an Elder Stone, now also drops from Elder Ruins itself (aug item for Elven Quivers and Ring of Taxes).
Greatly increased aug bonuses for Elven Quivers as they had disproportionately expensive augmentation costs for effectively no stat gain.
Magic Forgotten Soul attack speed slowed from 2.1 to 2.3.
Eye of the Storm and Maelstrom keys have alternate recipes that are just 10 of their key pieces with no gathering materials.
Each physical melee damage type now has a secondary default ability:
Piercing gets "Bleed"—an entry-level DoT ability.
Blunt gets "Daze"—a debuffing attack that applies the Stun debuff.
Slashing gets "Cleave"—a basic two-target AoE.
Bestial Fury set bonus now requires three pieces for full strength; two pieces give half. Strength bonus increased, dex bonus reduced.
Enrage gives a flat +2% armor pen. If they reach 100% damage, they will start doing bonus damage (though by that point your party has probably been wiped).
Bug Fixes
A proper fix for duplicate spam posts in client chat components.
Shrine buffs should properly randomize each week and reset their progress.
Mobile marketplace UI fixed for Safari users.
Fixed some augmenting bonus edge cases, such as items not getting the bonuses if they did not have it as a base stat initially.
Links in chat clickable again.
Server Time clock now correctly shows 24h format, depending on your locale/settings.
Miscellaneous
Improvements to some mod tools and tracking.
Client game data (item list, location list, other lists) exposed for script makers for ease of script creation.
Other miscellaneous script-focused edits to UI.
Removed some script-generated tags on items that didn't need them.
Renamed the Eye of the Storm and Maelstrom dungeon keys due to popular demand.
Added extra information to Active Character Token.
Huge thanks to the Community Contributors that have been helping us get this update and future updates developed!
Blue names go BRRRRRRR.
Future Things
We will begin playtesting upcoming major features that will have a huge impact on the game's balance, as well as playtesting to iron out existing balance issues. Keep an eye out for this! This will be a closed and small-scale playtest compared to the most recent TS Playtest, so restrictions may apply to those who wish to be involved.
Temporary commands for setting maximum and starting combat difficulties. New commands are /maxdifficulty [value] and /startdifficulty [value].
Adjustments to how combat zone UI works—added an "Enter Combat" button, and clicking the small info 'i' now brings up the information tooltip. This fixes some mobile issues but does not include some of the WIP features teased earlier.
Added two new set bonuses: Bestial Fury and Infernal Strength. Gargoyle items are part of the Infernal Strength set, and Bestial items are part of the Bestial Fury set.
Increased augmentation bonus received from Gargoyle items.
Bug Fixes
Fixed (and probably introduced more) countless UI problems. Deleted a lot of deprecated styling, laying the groundwork for future UI improvements. This also likely results in new UI styling issues—let us know if/when you find them!
Fixed smithing missing resource popup showing the wrong amount.
Fixed enchanted equipment always displaying as enchantment strength 1 in Marketplace.
Fixed incorrect item tags on various items and added correct ones.
Fixed an issue where players were not receiving their 600 Platinum from Idlescape Plus subscriptions. Affected players have now had their Platinum added to their accounts.
Next Week
The focus of next week's update will still be mainly on bugs and tackling the larger issues we have. With the groundwork done for fixing UI performance and styling issues, expect more UI improvements in the next update.
We are also working on a new interface for selecting a Combat area to fight in. Nick already gave some teasers for it in the Discord #dev-blog channel. We are currently working on the UI-side of it.
Easter Event - Ending Thursday, April 13th at 3PM UTC
Together with this update, there will also be a small Easter Event. We have hidden 20 codes in various places. They usually start with # in front of them, with a few exceptions. You will be rewarded with some Event Tokens for every valid code you enter. Happy hunting!
0.12.2c
Removed Easter Event related stuff
Zero Edge actually having the two new abilities mentioned in the previous patch note
Potential fix for the duplicate spam posts for spam posts of rare items in chat
The ForceFullInventory setting will now send a popup to the offending player as well as name them in the group chat when it blocks an action/dungeon from starting
Stamina tooltip now shows your passive heal amount (was gonna be your HP, but the tooltip was not being nice so it goes there instead woo)
Added accuracy stat tooltip
Loadout tab in combat panel, this makes it accessible for mobile players
Mobile players have the currency options defaulted to on so they can actually see all their currency except platinum
Scrollcrafting defaults to the necklace option since the components for each scroll are very unoptimized and could make the page unusable for mobile players. If you deselect it and your page freezes, then I blame you instead of our code! :)
Crystal Mace has is more of a hybrid for melee/magic; now has 60 magic req because of new stats
Razorfin reworked to have neutral magic affinity and 2 unique abilities, "Ebb" and "Flow", 2 target moderately strong ice attacks
Elven King's Longbow has 0.9 magic affinity and 1.5 nature affinity
Shapeless Scythe's melee affinity upped to 1.2, magic affinity to 0.9
Ancient Trident's melee affinity upped to 0.9
Zedge now has neutral magic affinity and 2 new abilities: "Lightning Bolt" which is effectively a fast "Greater" tier magic spell, and "Lightspeed", a self-buff + lightning spell that applies the Acrobatics buff to yourself (33% chance that an attack is sped up by 33%)
Corrupted Lands monsters all have 0.75 lightning defensive affinity
Chaos monsters + swordfish have 0.9 lightning defensive affinity
Shrimp God has 0.66 lightning defensive affinity
VOG no longer has triple elite waves, they're double elite waves starting at diff 9
Chaos Giants / Abominations / Voidtouched resistance stat halved, protection stat slightly increased to make magic more capable against them
Shrimp God p1 and p2 resistance decreased
0.12.2a
Merged a bunch of UI fixed and improvements from IceFreez3r!
New column in market history with price per item
Cost per stack on buy list
Sorting of the table works with all fields and ascending/descending buttons
Price per item to marketplace history
Commas to current lowest price on market value
May use affixes like k/m/b for price input fields
Some misc UI/CSS improvements from his extension
Some backend work/cleanup
Fixed some important internal edge case handling for inventories, specifically for deleting of items that are considered invalid
Currencies (gold/heat/essence) will always be shown as items in the vault so as to reduce confusion
Starting combat difficulty setting actually overrides the default 0 when it's processed
Important Note
Due to some older bugs some of your inventories have been slightly janked up, hence why some of you have consistently run into particular issues that others may not have we have added an option to show currencies (gold, heat, essences) as items in your inventory. This allows you to vault them to either fix too many stacks making your inventories broken or simply to vault them since that has been a requested feature for a while. We have also enabled the /fixInventory (or /fixinv) command which should resolve these too many stacks issues by restacking all the items in your inventory. This is a last ditch resort to fixing your inventory and functions by finding any items with multiple stacks and moving all instances of them into your vault/stockpile. It does not move them back to their original inventory.
Combat Balance + Tweaks
You now have a setting to set a starting difficulty; currently max starting difficulty is your highest elite clear in a zone / 2, rounded down. i.e. 10 / 2 = 5, 9 / 2 = 4, etc.
When combat difficulty increases your food inventories are refilled from the zone's respective loadout
Healing enchantment reworked; instead of decreasing time between passive heals it now boosts the passive heal tick and the amount of health gained from consumables
Flamethrower, Krakatoa, and Triple Shot have been changed since they were some of the initial abilities implemented and never had their arbitrarily assigned legacy values updated. Generally speaking, Flamethrower and Krakatoa have been nerfed and Triple Shot has been buffed
Hailstorm ability has been added, it is an ice flamethrower attack. It comes from ancient trident/ring/pendant
Added Ice Trident ability, it is a strong single target ice attack. It comes from the ancient trident
Regenerated a bunch of the AI art for the combat zones. They should look much nicer and much closer to what we originally had in mind!
As part of our work on balancing out the new combat mechanics we decided to look into two major issues: Getting to a sufficiently high difficulty takes a really long time. Players aren't burning through enough food
To resolve this we've landed on making it so that food can refill and players can select their starting difficulty. This should increase the demand and usefulness of elite scrolls further since they will boost starting difficulty as well as the demand for decent food as players who are pushing difficulties can continue to resupply as the difficulty of the zone increases. This brought up another issue- that of the healing enchantment. Currently it is an incredibly strong non-consumable heal that you simply buy/make once and stick on equipment to have forever. In many cases these passive heals completely invalidate consumable healing.
Other areas we're addressing in this update are the broken legacy values assigned to a few abilities. We've brought them more in line with all the other abilities as well as added a couple new variants that use different affinities.
Bug Fixes
Fixed edge case that allowed for respawning in combat that explicitly blocks it, i.e. dungeons
Junk items now correctly have the junk tag
Fix some misc. edge case crashes
Fixed the droprates of chaos and corrupted fragments from elite enemies, they should be 10-100x more common to match the other fragments from elites
Disabled / Hid auto-vault and auto-tacklebox settings as they are not fully functional and can lead to problems
UI Improvements
Ability Tooltips now show more precise information and show how they will perform with your specific equipment + levels
Added filters to the ability selection UI because you can get a lot of abilities clogging that menu up with the right combo of gear
Combat Zones now have a tooltip that has their description, recommended level range, and recommended style
Adjusted the scaling of monster offensive stats from difficulty, it should scale roughly half as fast it does on 0.12.1 release
Fixed Group Chat by finding the annoying field that wasn't being set properly and setting it!
Fixes to the half-baked activity log overhaul, should now actually work as intended. May still be missing some cases where a filter should apply but the log doesn't know what the message type is so it never filters it.
Bug Fixes
Settings should now finally be fixed and persist properly. They should even work based on what you have set before this update hits live! This has been a frustrated little bug to finally track down.
Activity Log filter level setting has been replaced by the old system of having several individual logs that you can enable or disable. These are partially implemented and will require your help to note where a setting should apply but it doesn't.
Reduced server load in general
Fixed some potential augmenting transform edge cases
Increased the number of times the server will attempt to handle buffs/inventory changes from 2 times to 5. This may help with changes failing without any particular error on the game logic side.
Balance Changes
A lot of combat related balance changes are coming with this update:
Food cannot be added to any combat instance that is already running except on a respawn. This also fixes a few issues related to this + unnecessary messages that popup because of it.
Elite waves have had a frequency adjustment. All zones should now scale to roughly difficulty 15 with elites starting rarely at around difficulty 5 and becoming 1/3 to 1/2 of the waves seen by difficulty 15.
Combat Difficulty has been adjusted- see below.
Combat drops have been adjusted. Non-elite enemies will generally not drop a complete item, whereas elites will commonly drop the complete and shard versions of the item. Overall the drops of elites have been massively buffed across the board; math puts the drops as being worth the kph hit while pushing difficulty up until about difficulty 25.
Overgrown Map crafting requirement has been changed to be 6 map pieces + 3 scrolls.
Eye of the Storm key → Renamed to "Ancient Prism", cost reduced to 4 + 300 aquamarines
Maelstrom key → Renamed to "Captive Chaotic Prism", cost reduced to 4 + 300 aquamarines + 100 chaotic crystals
Wrath and War weapon buffed
Quality of Life
There is now a location selection panel when editing loadouts. You can just select which loadout it should relate to instead of the weird start action to toggle loc.
Combat Difficulty Adjustments
TL;DR = Difficulty is much less effective HP, some more accuracy and damage
Reduced monster HP scaling (new effective scaling is about half as strong as previously), new formula = base * ((1 + 0.1) ^ diff + 0.25 * diff)
Monster prot/res now scales at +1% per diff, which is basically nothing
Monster attack mastery now scales ~3x faster than other monster masteries (3.33% of monster attack additionally gets added as attack mastery)
Monster damage masteries (str/magic/range) now scale 2x faster than other monster masteries (2% of monster skills turn into masteries, i.e. at diff 5 a strength 100 enemy now has strength 100 + strength mastery 10)
Monster damage from gear (str/dex/int) now scales 2x faster than before (+20% per diff)
Monster agility now scales 1.5x faster than other monster defensives (better make acc scrolls!)
Each level of difficulty gives a 1% chance to double loot and a 0.1% chance to triple loot
Enrage timer is reduced by 7.5 seconds per difficulty, capped to 60 seconds as minimum enrage timer
Chaos Crest gets tongs enchantment override slot, down to 3 enchantment slots
Disabled some of the stat tracking as some other work in progress systems are causing it to lag the server a lot
Fixed an auto-eat issue when server is lagging
Minor UI fixes, rounding issues primarily
Several item image, description, and stats fixes
Mysterious bait now gives between 50 and 200 stats to make it useful
Whetstones now benefit from endless ammo enchantment
Ammo accuracy multiplier now works as intended
Offline progress sorts properly, like chests
Massively improved logging for errors related to transactions and buffs
Most of the fixes / additions made it into last week's update in the 0.11.9a-d versions, but here's the remaining set!
Bug Fixes / Improvements
Added auto-recovery logic to group handling which should resolve potential soft-locks caused by desync
Improved Group Chat's handling, should stop leaking into other channels by using the existing ActivityLog handling
Fixed issue that caused critical strike to not calculate into stats like other enchantments
Sort chest contents by item ID (legacy sorting)
Showing player currently registered email in the input box in settings
Password recovery process more streamlined + enhanced UI
Tool enhancements for mods
Centered the button in the loading wheel state when logging into the game
Backend improvements for finding faulty code
Fixed /help command not working
Fixed /discord command not working
Gameplay Changes
Obsidian gear can be recycled into obsidian glass at a 1:1 ratio
Adjusted/added high difficulty waves so that there are significantly more elite fights while pushing difficulty
Added and fixed some descriptions of items
Trimmed lots of the group log spam
Current Wave or Waves Left, Difficulty shown in the combat heart component instead of in logs
Combat Bar update- popup to confirm running away, moved the chicken button, added/updated combat stats tooltips
Buffed ranged ammo, added melee whetstones as an optional melee consumable ammo type
Slightly increased time to weave fibers (+500ms per tier)
UI properly reflects that RC effective level decreases time to RC/Weave
Efficiency now works for fiber weaving
Significantly decreases the augmenting costs for dungeon keys; they no longer use their relevant fragment in their aug costs
Ice Stones (aug mat) renamed to Frost Shards to avoid confusion with Ice Stone (junk)
Aqueous Chunks and Frost Shards now drop from Ice Giant + Elite Variant
Boars and Wolves now drop crystal scales rarely
Elven gear can now be recycled into crystal scales
Elven Armor has been renamed to Elven Heavy Armor
Elven Light Armor has been added, it is crafted w/ Elven Heavy Armor + Crystal Scales
Elven Hat has been renamed to Elven Hood
Elven Hat is now a new item, it is crafted w/ Elven Hood + Crystal Scales This is intended to give rangers a proper end-set of gear that affords bonuses to all their specific stats (agil, dex, affinities, etc.)
Added the second tier of Ranger's Grace (+40% agil) and Dextrous Shot (+30% dex)
Slightly decreased the base effect of Ranger's Grace (+30% agil -> +20%)
Conversion recipes between Aqueous Chunks and Frost Shards
Basically all endgame uniques have crafting recipes now; both the base item and their crafting material drops in combat so a portion of the unique items have to consume some gathered materials to become a usable piece of equipment, adding some more demand for high end gathering materials
Beta 0.11.9 - 22 March 2023
22 March 2023
Beta 0.11.9
ExpandNew Landing page, Bug Fixes, Quality of Life and a bit of content
Quality of Life, Improvements & Changes
Significantly increased droprates of post-refactor key fragments; elites have had their droprate for these items increased 2-10x+
Notifications as activity log setting
Added Hunter's Band (range dps)
Added Dwarven Hammer Necklace (blunt dps)
Added Ancient Token (mage ice legendary pendant)
Added Ancient Ring (mage ice dps)
Added Golem Ring (super hybrid ring)
Adjusted Defender jewelry
Buffed scaled circuit
Buffed ancient nature talisman
Chaos Crest has +1.5 smithing levels per aug instead of 0.5
Mantle of flame offensive damage fire affinity lowered from 1.5 to 1.35
Buffed Armory (Glass/Obsidian enemy) drop rates + uniques
Loot Goblin chances are shown in its enchantment descriptionAdded commas to lowest price on marketplace sell panel
Added purple glow to soulbound items
Added experience per action component to gathering resource components
Platinum shop is sorted by category and price instead of date added / internal ID
Added Lesser/Greater Jewelry Caches as common dungeon drops
Added "Dungeon Caches," these are essentially tradeable dungeon loot rolls that are NOT enhanced by treasure hunter at all. There is an 100% chance for 1 cache, and a 10% chance to get another in EVERY dungeon.
Basically doubled the amount of trash you can get from dungeons + enhanced min rolls so not as much bad RNG (NOT IN CACHES)
Phroglin Pheromones
Game/General shop supports pre-enchanted gear
Bug Fixes
Tons of crash handling focused on buffs
Dungeons will not start unless the keys are consumed properly; keys will not be consumed unless the dungeon starts correctly
Critical damage mults are sum, not avg; fixed rounding on critical strike
A bunch of misc UI cleanup / fixes
Fixed enrage not going past 1
Fixed tiny fishtail and razorfin
Some cooking changes are brewing!
0.11.9a - The After Update
Improvements to how critical stats are calculated, support for it as a potential buff
Fixed Dwarven Hammer Necklace slot from ring -> necklace
Unequip equipment in wrong slots
Improved scroll/key tooltip to clarify things like difficulty or TH bonuses
Reimplemented group chat, it's kinda weird w/ how group logging works now so need feedback here
Slot Tooltip name of "Arrows" changed to "Quiver / Pendant" in Item Tooltips only
Sealed Scrolls have new dungeons in them
Overhaul of Loot Goblin's drops; consistently fighting them at high diff + th will generally give really good stuff
Properly sync actions between party leader and party members on action end
Added more cases where actions sync to client, should help with visual issues where a player appears to be "stuck," i.e. visually stuck in dangerous gathering combat but still getting gathering items/xp
0.11.9b - Update 2, Electric Boogaloo
Castle Door announces to chat as intended
Elder Ruins now properly drop Elder Cache
Combat Buff stacks will now ONLY consume 1 stack per action, i.e. if an enchant boosts 2 stats it will only be used once instead of twice
Fixed some combat crashes
Loot Goblin can drop bird's nests
0.11.9c - Update 3
Improved some descriptions for various things
Fixed farming manually harvesting deleting the plant instead
Fixed Elder Cache ID issue
Added password recovery to our new landing page
Fixed some miscellaneous edge-case crashes
0.11.9d - Update 4
Minor adjustments to some mob rotations
Fixed max damage in ability tooltip sometimes not appearing
Cleaned up some combat targeting logic, may resolve some edge cases
Significantly reduced odds for chests + greater variants from loot goblins since there's lots of junk/gold items in the tables now
Equipment linking fixed + button back
Removing zones from loadouts save to DB properly, toggling loc no longer resets loadout UI (Recommended to redo any existing loadouts that have a defined location!)
A lot of mod tool fixes. Watch out, ne'er-do-wells!
Adjusted our inventory recovery logic to include some error cases that did not attempt to recover; should fix some desync issues caused by longterm uptime
Dangerous Gathering has been reworked: Instead of actual combat there is a stat check for fake combat that adds a simulated delay to the gathering actions; if you have decent combat stats and stats in that gathering skill you will have a short delay + receive the combat loot as if you had killed the monster there. If you don't then you will have a longer delay and may not receive the bonus loot. The delay counts towards shards, so dangerous zones now generate as many shards as non-dangerous zones. You will not receive combat XP from the simulated combat.
Fixed infinite mob waves, if a wave breaks it will only require 1 kill to complete
Can only post up to 5 links in a single message
Rewrote how food and ability cooldowns are handled internally, this should resolve problematic rotations and food cooldowns
Probably fixed group flashbang issues
Can soulbound up to +2
GK new drops
Mantle of Flame uses Phoenix's Feather for augging
Elder Ruins new drops
Skill books worth 500k gold, 25k heat
Elite scrolls can drop abilities rarely
Updated some of the helper functions that were causing issues due to some optimizations measures (fixes a few inventory issues, esp. in augmenting)
Implemented username change token, WIP start on bonds
temporary fix for safari in marketplace (until that UI component can be entirely rewritten)
More TH from dungeon/scroll difficulty
Fixed another instance of the utility breaking things, should fix inconsistent moving of items in inventory (i.e. trying to move 2+ items but only moving 1 of them, or similar)
Added another layer of auto-recovery for inventories janking up; it basically does a partial session refresh ONLY for your inventories to force resolve desync, if possible
Re-enabling player group combat bars (shows ability use + timers)
More work done on archaeology, expanded arch drop tables
Improved Arch description: 'Gives access to a secondary drop table while gathering with rewards and chances heavily scaling on enchantment strength. The best finds are only found in the hardest to reach zones!'
Improved some misc. descriptions and grammar errors