Patch Notes/2024

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Patch Notes for the year 2024.

Contents

2024

Beta 0.21.19 - Merry Christmas
December 26, 2024 Beta 0.21.19 Merry Christmas

Merry Christmas! Just a small patch for today since everyone has been busy with the holidays:

Changes

  • Handle error when news don't load
  • Make last enchanting affix tiers accessible
  • Improve shard generation calculations
  • Fix default filter on group screen to show all dungeons and scrolls
  • Fix dungeon filter
  • Added achievement categories to split quest and achievement requirements
  • Add heat tag to charged heat stones
  • Fixed farming shard master not working as intended
  • Fix some UI text formatting for the max level popup

Friends List

  • Online/Offline functionality has been implemented. There are two new privacy settings to handle who can see you being online, by default only people you are friends with can see you are online, but you can change this so that anyone (or no one) can see your online status at any time.
Beta 0.21.18 - Mastery Achievements
December 19, 2024 Beta 0.21.18 Mastery Achievements

0.21.18a

  • Fix foraging/mining masteries getting some reqs/rewards mixed up
  • Fix all potion selection marketplace buy UI crash
  • When an invalid talent is found it should now filter the invalid one out instead of doing a full reset
  • More bonus stats from skilling masteries as well as skill specific enchantments as secondary bonuses
  • Fix fishy fortune interacting with some items incorrectly

50+ Mastery Achievements and Talents

  • 6 Achievements for any skill reaching a certain goal
  • 5 Achievements for Total Mastery Level goals
  • 3 Achievements for every skill
  • Talent rewards for total mastery level goals (lesser intuition) and stat bonus awards for the per-skill achievements
  • Fully retroactive, you will definitely get spammed with notifications and rewards on loading the update

Other New Stuff

  • Added a congratulatory popup when maxing a skill
  • Settings to skip scholar or wealth notification warnings

Balance Changes

  • Arrows/Quiver/Pendant slot can now take reduced skilling level affixes
  • Small Bag of Holding tier overriden from 0.5 to 1 so it can take affixes
  • Reduced affix reroll dust cost from 2 to 1.5
  • Combat Talismans can now roll a ton of combat related affixes

Fixes

  • Fixed some talent requirements sometimes being inconsistent
  • Fixed running out of augmenting resources sometimes leading to action queue getting exited as if an error had occurred instead of skipping to next valid
  • Fix Oil Rig talent not requiring mastery fishing (this might give a 'free' respec to some people, sorry!)
  • Adjusted description for lesser magic tome transformation steps
  • Fix double progress in quests/achievements while scrollcrafting
  • Remove listing selector for single variant food
  • Fix talents not being automatically being added on reward, sometimes
  • Fix random throw cooldown
  • Fix Elven Student stats
  • Extend tab order when buying new inventory tabs
  • Expose monsters to console
  • Add long description to fishing stat affix
  • Fix bonus shard calculations starting at 100% strength req instead of 0%
  • Fix closing popup for affix selection confirmation dialogue
  • zoomba has been asking for this for literally months now, pls direct any and all ire towards him KEK
Beta 0.21.17 - Skilling Shards!
December 12, 2024 Beta 0.21.17 Skilling Shards!

Small update this week since most of what would have come out today came out earlier with the event hotfixes

  • Skilling shard drops from dungeon bosses increased significantly
  • Activated some inactive gathering/production talents
  • Added new talents for skill specific shard generation bonuses
  • Fix Speedster Foraging not being able to be put on the foraging set
Beta 0.21.16 - Winter Event
December 04, 2024 Beta 0.21.16 Winter Event

0.21.16d

  • Reduced vendor costs for some more expensive dungeon keys and their components
  • Fix some winter event theme texts and timers
  • Added Poison Offensive and Defensive affinity affixes
  • Added a new lore book from Feylos
  • Added Fresh Forager, Slag Bonus, and Slag Refinement affixes
  • Added skilling affix support for skilling sets

0.21.16c

  • Made some monster minimum hits consistent to their global setting
  • Fix broken hammer head image
  • Overcharged enchantment slot UI for items with higher default enchantment strength than they normally have (loot jewelry)
  • Improve formatting in market notification
  • Handle a few malformed loadout issues, this will fix a lot of action queue fail states for some players
  • Fix Guest Logins
  • Added functionality to the player report button
  • Decreased Dwarven Hammer Necklace aug costs for addy and rune bars
  • Added augmenting recipes for champ belt and spiked cuffs

Event Changes:

  • New event quest to introduce players to the basics of the winter theme
  • Added UI timer for next snowball fight
  • Can now do /throw without a target to throw at a random player (on a 5s cooldown)
  • Delay between events reduces from 2-6h to 1-4h
  • Event duration increased from 90s to 120s
  • Frigid Wraith rate increased from 1/20 to 1/7
  • Player general cooldowns removed; cooldown on targeting the same person though
  • Improved text for notification and announcements
  • Participation rewards rescaled
  • Friendly fire enabled (you don't get rewards for hitting your friends though!)
  • More snowball messages, some specific to Frigid Wraiths
  • Visual cooldown added for phases, when eliminated, or when using random throws
  • Buffed snow drop range from 100-300 to 100-500
  • Added event tokens to participation loot table

Winter Event

  • Frigid Wraiths are invading Idlescape this Winter and only you can stop them!
  • Gather your arsenal of Snow Balls through any action- Gathering, Production, or Combat- to defeat the invaders with the mighty /throw command! Maybe you should even consider researching larger, more powerful Snow Balls?
  • Frigid Wraiths can be pretty sneaky! Make sure to be careful about friendly fire; while the Wraiths may not be able to target another Wraith, mere humans can eliminate one another and weaken humanity's attempt to push back these corrupting spirits.
  • A global participation pool of rewards and buffs is generated based on the participants in the encounter. A personal reward is also generated based on the number of Frigid Wraiths you can take down as a human, or number of humans you can take down as a Frigid Wraith.
  • Oh, wait, did we forget to mention that this is Player vs. Player? (don't worry about your gear or stats, only your snow ball /throwing arm matters here)
  • See you on the field!
  • There is a new setting in the chat category to ping players when an event is about to start, it's off by default.

Other New Stuff

  • Legendary weapon from Giant's Keep- the Shattered Forging Hammer, with freshly kitbashed placeholder art! This is essentially a blunt Shapeless Scythe, focusing more on high single target damage.
  • Giant Champion's Belt from Giant's Keep- grants a little bit of protection but additively boosts your maximum hit multiplier
  • Spiked Cuffs from Giant's Keep- grants a little bit of stamina and agility but additively boosts your minimum hit multiplier
  • Some new enchantments/affixes coming soon^tm
  • New Chest sharing button in chat

Balance Changes

  • Non-Combat talent costs have been significantly decreased to make them cheaper on average to their Combat counterparts
  • Reduce seed oil crafting cost
  • Decrease totem drop rate from myst seeds
  • Corrected World Shaper ability inconsistencies (range/mage versions of ability are now as good as melee)
  • Adjusted monster HP scaling from difficulty; it's slightly higher pre-difficulty 10, but spikes hard after that

Fixes

  • Fixed species display in bestiary
  • Enforce General Shop limits
Beta 0.21.15 - Scholar Rework + Research Scaling
November 27, 2024 Beta 0.21.15 Scholar Rework + Research Scaling

0.21.15a

  • Fix combat inventory food in loadouts visual dupes
  • Dwarven Engineering now interacts with Scholar
  • Fixed overflowing offline item log and added another item per row on larger screens
  • Center drawer nav items and adjusted icons to avoid stretching
  • Improvements to scrollcrafting recipe tooltips
  • A few more misc. things

Linear Scaling for Research Chance

  • Starts at 1/10 break chance, all modifiers increase/decrease the denominator
  • 2 new affixes, Bonus Research Attempts and Less Research Attempts
  • Updated enchanted related enchantments/talents to fit this updated system

Scholar Rework

  • Replaced Scholar's old effect of consuming all resources to give more mastery XP with a normalized chance to replace a resource roll with a skilling shard. Scholar was kind of a fossil from another era and just didn't fit into the last couple year's design philosophies. The new system has interesting interactions with existing enchantments, can you find them all??

Changes

  • Put a ton more buffs into the shrine pools
  • Clearer general shop limits UI
  • Correct merc health in UI
  • Center small screen status levels
  • Friendlies will no longer apply chance based debuffs when trying to use buff abilities on friendlies
  • Melee friendlies will no longer parry buffs and try to kill friendlies for the audacity of helping
Beta 0.21.14 - Balancing Fun + New Stuff
November 20, 2024 Beta 0.21.14 Balancing Fun + New Stuff

Steam News

  • We've sent in another build for review based on the latest round of feedback. Currently, they have given us feedback on our trailer (they want more gameplay), more microtransaction integration notes, and want us to fill out / provide some more boilerplate legal forms

Balancing Fun

  • Agility Scaling v3:
  • 0 agility = 0.5x dodge effectiveness
  • 50 = 0.96x old, 1.09x live, 0.96x new
  • 100 = 1.42x old, 1.41x live, 1.39x new
  • 200 = 2.33x old, 1.75x live, 2.16x new
  • 300 = 3.25x old, 1.93x live, 2.81x new
  • 400 = 4.17x old, 2.04x live, 3.34x new
  • Berserk ability buff changed - Increases damage in/out by 15%, increases threat by 150%
  • Greater Aim now uses a nature rune, backstab gets piercing affinity, demonic protection targetting issues fixed
  • Fix farming shard log capitalization
  • Fix the chain of calculations that result in weird decimal health values
  • Clarified Critical Chance/Mult text, all chance shown as %, all mults shown as x
  • Necromancer armor augment cost rebalance- from 6 elder cloth and 5 aquamarines to 2 chaos, blood, and death runs, 7 elder cloth, and 1 aquamarine
  • Fix mercs getting more than intended from healing enchantment

New Stuff

  • Militia Sling and Shaman staff are now dropped, craftable, and are quest rewards
  • New and updated guides from Feylos
  • Forgotten Souls now require "Soul Fragments", they are dropped in batches from the enemies that currently drop the various Forgotten Soul weapons and are now used to craft/augment Forgotten Souls
  • Lore Contest Winners content added into the game! Several new stories, a new quest, and a new achievement
  • Resume progress bar in UI (smiths rejoice!)
Beta 0.21.13 - nick got sick again
November 13, 2024 Beta 0.21.13 nick got sick again

I'm actually mostly recovered as of posting these patch notes, it's just a bad head cold. You might be logged out when this update goes live due to changes in the login process, just log back in like normal.

Misc Changes

  • Update critical related UI to show multipliers consistently
  • Changed how we handle user tokens so that you aren't logged out when swapping browsers / clients (like using steam vs. browser!). This is kind of WIP and is subject to change to accomodate unforeseen client issues
  • Mark channel as read if it is activated
  • Ancient Air Amulets now come with Finesse 2 by default
  • Pre-Launch just extended til the end of the month because STEAAAM

Ability Changes

  • Lesser Magic Bolts now have their respective accuracy scalings (Fire, Ice, Nature, Blunt, Slashing, Poison
  • Added 22 new combat abilities that are gained by investing some talent points into their relevant talents: 7 new talents that unlock 2-3 abilities per. Generally these cost 2 talent points and require only mastery 1 in the related skill.
  • The new abilities are heavily focused on fulfilling specific niches such as buffs for yourself and your party, debuffing the enemy, chance based de/buffs, and testing out having abilities scale differently off of criticals.
  • New abilities and general descriptions:
  • Poison Arrow - ranged attack that applies a DoT, scales okay
  • Double Tap - ranged attack that hits two targets, scales well
  • Thunderclap - Low damage Lightning AOE (5 targets) that has a 50% chance to stun enemies on hit, scales okay
  • Chain Lightning - Mid damage Lightning AOE (2 targets) that has a 50% chance to stun enemies on hit
  • Greater Chain Lightning - High damage Lightning AOE (5 targets) that has a 50% chance to stun enemies on hit, scales well
  • Smoke Bomb - Very low damage Range AOE (3 targets) that has a 50% chance to blind enemies on hit and gives self camouflage
  • Critical Strike/Shot/Bolt - 5s cooldown almost auto-attack that has a 1.5x crit damage mult
  • Take Aim / Greater Take Aim - Range self buff that grants crit strike; can be used by any style tho so might be worth investing in regardless of damage type
  • Stone Skin Self / Stone Skin Party - Double protection and resistance on self/party
  • Backstab - melee attack with 100% crit chance and +1x (i.e. 1.3x -> 2.3x) crit multiplier. has half base accuracy but scales well on accuracy so you can offset the accuracy debuff
  • Headshot - same as above but for range
  • Demonic Protection - grants demon skin to your party and self
  • Mirror Image - grants hard to hit to self on cast
  • Berserk - technically a melee self buff, grants enraged 3 (HUGE dmg buff) and does self damage. Can be used with any style, similarly to the crit strike abilities above. hopefully not too OP
  • Lesser / Greater Soul Theft - grants short lived soul stealing (lifesteal on hit) to self/party
  • Magic Missile - quick, low damage, but absurdly accurate magic attack that somewhat scales
  • Disintegrate - very strong single target chaos spell that scales really well and does double crit damage
  • Cone of Frost - low damage ice AOE (3 targets) that applies ice prison on hit (makes enemies take a lot more dmg)
Beta 0.21.12 - More Combat, Steam News
November 06, 2024 Beta 0.21.12 More Combat, Steam News

0.21.12a

  • Fix Log Maul Affinities
  • EKLB now has hitmults, 0.25 min -> 0.3, 1.0 max -> 1.2
  • Monster defense level now scales by 0.05x per difficulty; i.e. at difficulty 10 monsters have 1.5x defense. This boosts their base defensive rolls for accuracy checks
  • Rebooting the server to try and resolve some backend issues that have popped up

Steam News

  • We're currently in the process of merging the Steam branch with the latest version of the game. This is a very long, very tedious process. That said, the manual conflict resolution is nominally completed and all that's left is making sure no human error snuck its way into the merge, or any wacky automated stuff breaking. The Steam review has found even more things that need addressing; there is a problem with some installs not being able to access the register page from a fresh account and the ever annoying microtransaction integrations that have been narrowed down to only two remaining issues (one of which is literally just us selecting a checkbox).

Fixes / Tweaks

  • Loadout copy equipment unequips empty slots
  • Remove focus check for marking read messages
  • Increment queue count for augmenting/researching
  • Hide existing messages on block

Combat Changes

  • Add crafting/augmenting recipes for Goblin Club, Demon Tooth Spear, and the Log Maul
  • Ancient Ice Age now only applies on a magic attack and has an enchantment proc activity log message when it applies
  • Reduce the massive augment cost for necromancer weapons
  • Careful Criticals rebalanced so it only increases crit by 1.5x instead of 2x
  • Adjusted Shrimp Stinger affinities; Piercing, Slashing, and Range are all now 1.2 (Range down from 1.5)
  • Witchhunter Handgonne Piercing affinity down from 1.22 to 1.11
  • Personal Cannon Piercing affinity down from 1.5 to 1.4
  • Elven King Longbow Blunt and Slashing affinities up to 1.1 from 0.5
  • Elven Royal Leggings Nature affinity upped from 1.03 to 1.1
  • Elven Royal Tunic Nature affinity upped from 1.03 to 1.15
  • Elven Royal Hat now has 1.2 Nature affinity
  • Elven Royal gear getting massive Nature affinity instead of Piercing/Slashing to incentivize using the EKLB specifically
  • New agility scaling- better under 100 agility, then diminishing returns instead of pure linear gain (they intersect at ~100 agility for 1.4x effectiveness each. at 200 agility new scaling is 1.75x instead of old's 2.33. at 300 1.93x instead of 3.25x. at 600 2.17x instead of 6x)
Beta 0.21.11 - Combat Fixes Mostly
October 30, 2024 Beta 0.21.11 Combat Fixes Mostly

Fixes

  • Hard To Hit no longer increases agility by 10 strength (100% multiplier) too much if it exists
  • Fix permanent 13.3% armor pen from enrage bug
  • Fixed Ice Prison applying twice in some cases
  • Fix offensive accuracy rating check for primary affinity styles not getting hit properly
  • Fix cleanse counteracting all related armor debuffs instead of just corrosion as intended
  • Remove market cost per stack from pots since always one stack
  • Fix royal reverence set crit
  • spooky pumpkin
Beta 0.21.10 - Elven Elvish and Enchanting Enchantment
October 24, 2024 Beta 0.21.10 Elven Elvish and Enchanting Enchantment

0.21.10b

  • Extended Pre-Launch an additional couple weeks, see Steam Update section below for why (tl;dr dev related IRL issues)
  • Adjusted health related affix rounding to be less strict
  • Fix slow burn talent reward automatically being given to everyone and it progressing by number of items burned instead of heat generated

0.21.10a

  • Fixed EKLB not having Royal Reverence set bonus
  • Buffed Elven junk drops to reflect new combat difficulty
  • New Heat Achievement
  • Lesser Pyromancy talents
  • Junk Snagging enchantment
  • EKLB DoT ability
  • Goblin Club and Demon Tooth Spear now available as quest rewards

Steam Update

  • Our main steam dev has been unable to work on the game this month due to IRL circumstances that have kept him from being able to access his PC. He should have his laptop now and will be able to continue working on it this week.
  • We should have another update about this that goes into more detail regarding steam soon^tm when he is able to get development going again.

Today's Changes

  • Fix system message flickering in UI
  • Show current brewed potion (remove obsolete option)
  • Augmentable tomes, transformable tomes, updated augment quests
  • Adjusted fishing level reqs to be steps of 20 instead of kinda random
  • Refresh inventory if loadout save fails (error handling)
  • Unstacked all over time damage/heal events. No more wasted DOTs or Healing! (Might be a little OP)
  • Fix inverted attack speed modifiers on some enchantments/buffs in some cases
  • Some shard activity logs combined for modifiers/enchantments
  • Updated Combat, Enchanting, and Smithing guides
  • Affix bins (re)implemented to make affixes a little less janky, esp. for UI stars (best possible roll) and achievements
  • Fix forest embrace icon
  • Disenchanting items will refund 100 - itemTier * 10% of the original scroll cost. This should encourage enchanting early game gear
  • Massively reduced affix clear costs
  • Massively reduced gold related affix costs
  • Royal Reverence has 2 more tiers, at 5/6 for strength 8 and 6/6 for strength 10, for use with the Elven King Longbow and Elven Quiver
Beta 0.21.9 - feesh
October 17, 2024 Beta 0.21.9 feesh
  • Fix missing cursor: pointer CSS
  • Improve backend handling of some inventory interactions for food / ammo
  • Craft burning feather from heat stones
  • Stop cooking if valid count is between 0 and 1
  • Node searching properly consumes buff in fishing
  • Pungent bait no longer consumes on gathering
  • Instant node clear cannot trigger on first node
  • Match similar items in vial slot
  • Easier loadout food selection
  • Refactored the janky referral code that is just janky
  • Rebalanced Pungent Runes + added a second tier
  • Fiber Snagging enchantment, Fishy Fortune enchantment
Beta 0.21.8 - Spooky Season
October 08, 2024 Beta 0.21.8 Spooky Season

0.21.8a

  • Fix tag generation in our backend, fixes ammo pouch issues
  • Added UI elements to show unobtainable gathering loot / scholar stuff
  • Fix loadout ability rotation order
  • Expose transform data to client for NERDS
  • Split loadout copy to equipment and food
  • Only show gear stats on equipment tab
  • RESEARCHING not SCRAPPING (text fixes)
  • Mobile timestamps setting
  • Various number formatting fixes/updates
  • New lore book
  • Corrupted Ring stats update to use C2.0 stats since it was basically unchanged since refactor
  • Added a fishing xp multiplier to rarer nodes, this is not currently shown in the UI fully but rarer nodes (anything that requires bonus to roll or has a really low chance without bonus stats) give up to 1.3x XP per action scaling with rarity of node
  • Affix chance UI handling improvements
  • More referral handling improvements, esp. error handling

Lore Competition!

  • 📜 Dear Experts of Idlescape Lore, and Other Mere Mortals, 📜

Whether you've read the lost journal or burned the Demonic Orders, Idlescape without lore books is not the same. Whether you've found the fabled Animal Treats or are yet to discover them, we welcome your stories to Idlescape.

  • We're excited to announce the Lore Book Competition, and this time it's spooky! 🕸️🎃
  • Anyone is welcome to enter, and your lore book can contain (mostly!) anything you want. Whether you write a recipe with the sinister flair of the Goblin Chef, or perhaps sketch a crude map of the eerie Hidden Mine with a description of what lurks deep within, we eagerly await your spine-tingling tales!
  • Competition Details:
  • 📅 Deadline: November 1, check Discord for exact times
  • 📌 Submissions: Post your spooky story in the #lore-contest channel/forum. Make it as easy as possible for others to read your story (discord messages or a Google Docs link is preferred). Each participant can submit up to three entries, with a (soft) maximum of 1000 words per story. Only the highest voted entry per player is counted.
  • 📩 Voting: Other players can vote for their favorite lore books using emojis. Voting will continue for another week after submissions close
  • Prizes:
  • 🏆 1st Place: 6,000 Platinum and a gold medal
  • 🥈 2nd Place: 3,500 Platinum and a silver medal
  • 🥉 3rd Place: 2,000 Platinum and a bronze medal
  • Winners will see their stories featured in the game, and will collaborate with our lore experts (JustinCreditRoll, Feylos, Nick) to give your stories the finishing touch and to make sure that they fit into the Idlescape universe.
  • Other stories might make it into the game if we think they fit. Authors of these will be rewarded with 1000 platinum.
  • So gather your courage, delve into the unknown, and may the best spooky lore win!
  • This community contest is only for mortal beings and creatures of the night. Silicone based lifeforms (AI) are excluded.

0.21.8 Patchnotes UI

  • New Loadout Editor, with WIP Loadout Generator Support
  • Fixed down arrow deletes inputs

Balance Adjustments

  • Runecrafting base craft amount increased from 1 to 3, level divisor for bonus runes increased from 20 to 30
  • Fix Stygian Breasplate augment cost being 5x higher than its counterparts, now down to 1x like it should be
  • Major Farming rebalance, smooths out a lot of progress across the entire Farming progression.
  • Gathering Gear quests now reward "Prototype" versions of their skilling sets that give access to the set bonus and lower strengths of their related enchantments if the crafting level req for the recipe is unmet. Only for gathering, not production!

Farming Specifics

  • Peppercorn Seed: Experience: 120 → 125 Level: 30 → 45
  • Sugarcane Seed: Experience: 160 → 190 Level: 20 → 22
  • Wheat Seed: Mysterious Seed: 1-16 → 1-8 Experience: 50 → 35 Time: 30 → 15
  • Potato Seed: Potato: 1-5 → 1-6 Mysterious Seed: 1-16 → 1-12 Experience: 40 → 50 Time: 30 → 20
  • Rice Seed: Mysterious Seed: 1-16 → 1-8 Experience: 100 → 45 Level: 25 → 27 Time: 30 → 15
  • Tomato Seed: Tomato: 1-5 → 3-10 Experience: 60 → 110 Time: 30 → 40
  • Wildberry Bush Seed: Wildberry: 5-15 → 5-20 Mysterious Seed: 1-24 → 1-18 Experience: 200 → 225 Time: 60 → 45
  • Chili Pepper Seed: Chili Pepper: 1-5 → 2-7 Experience: 90 → 125 Time: 30 → 40
  • Pumpkin Seed Level: 25 → 40
  • Mushroom Spore Mushroom: 1-2 → 1-1 Mysterious Seed: 1-16 → 1-8 Experience: 70 → 45 Level: 15 → 17 Time: 30 → 15
  • Tree Seed Log: 20-50 → 15-40 Branch: 2-20 → 1-15 Mysterious Seed: 1-16 → 1-12 Experience: 450 → 1000 Time: 120 → 90
  • Oak Tree Seed Oak Log: 20-50 → 25-65 Branch: 2-20 → 3-25 Experience: 1250 → 1750 Level: 17 → 15 Time: 120 → 150
  • Box Trap Bone: 2-8 → 3-12 Hide: 5-15 → 5-25 Fur: 1-5 → 2-6 Raw Chicken: 5-15 → 5-25 Feather: 50-150 → 66-200 Experience: 30 → 110 Level: 1 → 5 Time: 30 → 40
  • Pitfall Trap Bone: 2-8 → 3-10 Fur: 5-15 → 5-20 Rough Hide: 1-5 → 1-6 Raw Beef: 5-15 → 6-18 Milk: 10-30 → 10-35 Experience: 100 → 125 Level: 10 → 13 Time: 35 → 40
  • Bird Trap Raw Chicken: 25-75 → 20-55 Feather: 500-1500 → 375-1125 Phoenix’s Feather: 1/100 → 3/400 Mysterious Seed: 1/2 (5-15) → 1/10 (3-12) Experience: 325 → 350 Level: 20 → 23 Time: 120 → 90
  • Bear Trap Bone: 5-15 → 10-35 Bone Plate: 5-15 → 10-35 Chitin: 5-15 → 10-40 Scale: 1-5 → 3-12 Raw Beef: 40-50 → 80-150 Experience: 400 → 650 Level: 35 → 50 Size: 1 → 2 Time: 50 → 60
  • Monster Trap Bone Plate: 10-30 → 60-180 Scale: 5-15 → 30-90 Spider Legs: 30-50 → 180-300 Goblin Brain: 30-50 → 180-300 Satchel: 1 → 1-10 Experience: 500 → 2250 Level: 50 → 60 Size: 1 → 4 Time: 60 → 90
  • Mysterious Seed Experience: 600 → 400 Level: 1 → 5
  • Worm Composting Bin Experience: 50 → 60 Level: 5 → 6
  • Willow Tree Seed Experience: 1800 → 1600
  • Banana Tree Seed Experience: 2250 → 2100 Level: 20 → 25
  • Apple Tree Seed Level: 20 → 30
  • Maple Tree Seed Level: 25 → 40
  • Yew Tree Seed Experience: 4950 → 5000 Level: 35 → 50
  • Elder Tree Seed Level: 50 → 60
  • Sageberry Bush Seed Experience: 450 → 600 Level: 25 → 60
  • Net Trap Experience: 300 → 200 Level: 25 → 33
  • Nature Totem Level: 40 → 50
  • Earth Totem Level: 40 → 50
  • Water Totem Level: 40 → 50
  • Coalescing Totem Level: 40 → 50
  • All drop rates have been adjusted to compensate. Trap crafting cost and xp was adjusted accordingly.
  • Some of the basic seeds can now be crafted into Seed Oil (Crafting -> General), which can be prepared for bitter and spicy essence.
  • Totem crafting level now matches the farming level of 50. Crafting cost reduced: Runes: 5k (6k for Coalescing, 0 for Water) -> 1k Stone: 1k -> 400 Additionally each totem is now thematically linked to a skill Earth - Mining Nature - Foraging Water - Fishing Coalescing -> Combat Each totem now has two crafting recipes. One requires early game, one late game resources from the respective skill.
  • XP from 1x1 seeds was nerfed as mentioned before from 600 to 400. But larger myst seeds now also get more xp, even though the xp per seed still get smaller and smaller the larger the seed is. A 4x4 gets 3280 xp, about half of what 16 1x1 seeds would give.

More WIP Stuff coming with update, check back later to see if they made the cut

Beta 0.21.7 - nick still sick
October 03, 2024 Beta 0.21.7 nick still sick

0.21.7a

  • Fix some UI crashes, focused on recent chat changes
  • Chicken Kitchen now drops a cache as it should
  • Removed cooking shards from certain drop tables that were moved to Chicken Kitchen
  • Fix /me messages
  • Improved quest rendering
  • Improved referral handling
  • Potions difficulty when upgraded decreased; now easier to make if upgraded in steps

Bug Fixes

  • Lots of UI fixes, including a lot of mobile related stuff and Smithing's recent borkening, and lots of date/number displays not being consistent
  • Cooking Quest targets the new cooking dungeon/key
  • Added some new Error Boundaries to keep the whole client from crashing on certain errors

Balance

  • Witchhunter's Handgonne has been nerfed because it had t88 stats, then t82 stats, now it has t78 stats. It's still a little higher than its tier says it should be, but that might be okay. I also made it lower agility slightly because reloading a flintlock is a little harder than nocking an arrow on the move. (1.3 piercing/blunt -> 1.22; 0 agility -> -12 agility)
  • Personal Cannon buffed; slightly faster, better prot/res, augmenting it can offset the agility malus. (3.6s -> 3.4s, 32 prot/res -> 64, +3 agil per aug)
Beta 0.21.6 - On the Horizon
September 25, 2024 Beta 0.21.6 On the Horizon

0.21.6b

  • Farming Variety update, check dev-blog for more info/reasoning
  • Massive (hopefully) performance increase for inventory and chat rendering
  • Added prismatic extract chance to UI
  • Improved cooking UI
  • Lots of misc UI improvements
  • Fix auto-sorting abilities putting autos in the wrong spots
  • Fix UI for the new ammo/rune preserving affixes

What's the Plan for 1.0?

  • Before I begin, I'd like to take a moment to remind everyone that Idlescape is completely volunteer run, from admins to chat mods. Nobody on the Idlescape staff team takes any salary and all our money goes back into paying for the servers and other upkeep costs to keep the game running.
  • Here's the basic breakdown of what's going on currently: The Steam client has issues that are cropping up now that we're further along in the Steam integration, with the chief (and only real remaining big one) problem being the Steam Wallet integration. Our backend system for handling payments was designed solely for our current payment provider and there are foundational changes that are still underway to make sure our payment systems can handle both the existing payment handling as well as Steam or other potential storefronts.
  • We cannot launch on Steam with only our existing non-Steam payments active as it would violate their terms, and we cannot remove those payment methods because platinum purchases and IS+ subs directly pay for our upkeep fees. If you have ever donated or purchased anything in Idlescape we cannot thank you enough for contributing to keeping the game running!
  • We were hoping to launch 1.0 and Steam at the same time this weekend (and not announce until we had a fully reviewed, functional, and approved build playtested), on the 29th, but as of right now we do not yet have a fully approved Steam build. We're exploring options to streamline getting a build approved and integrated, but even if a breakthrough occurs overnight there's still a 2 week review period for Steam to get back to us on it that will inherently cause a delay, assuming no issues on our end (unlikely lol).
  • Basically, the game itself is playable and works fine on Steam purely gameplay wise, but payment shenanigans and integrations are keeping us from launching it.
  • As for 1.0- it's been ready for weeks now. As a developer I don't really believe in holding onto functional features for no reason. This means that in a standard game dev environment the last few weeks of updates might be held to make 1.0 more impactful, but I'd rather just let you all have access to the content now. This is in part due to the fact we have no dedicated QA or testers, but also because I as a player want all the new, shiny stuff as soon as possible. This means that 1.0 is basically "just" the introduction of new permanent gamemodes, making existing ones legacy, and starting a true long-term fresh economy again.
  • Right now we are still aiming for 1.0 to drop with Steam instead of having it launch early. This decision has been made because we want to stuff as much polish and fixes into the game, continue working on early/mid-game balance, and have the time to implement the remaining designed quests before 1.0 launches. Also, I want more people to be able to reach the Pre-Launch level goal for the event tokens and icon!
  • We're working on solutions to the current Steam roadblock and expect it to be resolved within a couple weeks as early tests have shown a lot of promise in our local builds; however, as shown in the last couple months, the local and browser builds do not translate 1:1 to the Steam client.
  • I apologize for any undue hype that we can't live up to, but in our defense 1.0 was ready to launch a couple weeks ago! To be clear, we're not blaming Steam here, there's just a lot of delays in the review process that neither party can skip for various reasons.
  • TL;DR- 1.0 is ready, Steam Wallet is not. We're delaying 1.0 until Steam approves our builds, but they ask for ~2 weeks per review so even when it's ready there will be a delay.

Today's Update: Balance Changes

  • Significantly reduce chance to transform Reinforced Crossbows and Arbalests into the Witchhunter Handgonne. It was simply too easy and inexpensive to make a near best-in-slot ranged weapon.
  • Reduced crafting experience gained from Militia Quiver and Rune Bag to match its level requirement and material cost
  • Removed the Mining Prodigy requirement from Hamster Hunter. This means you can get the talent at level 60 Mining if you really wanted to!
  • Shrine Quest now requires you to exceed your first personal threshold to receiving buffs, ~400k gold, to complete.
  • Nerfed the abilities related to Wrath and War slightly so it doesn't have such high base effectiveness. This does NOT nerf the enrage bonus, so it's still really strong.
  • Added relevant accuracy scaling to range auto attacks (Serrated Ammo, etc.)
  • Massively reduced rune costs of abilities to make many spells more viable in a fresh economy
  • Witchhunter Handgonne has been nerfed by ~5% accuracy and affinity, mostly because it just scales really, really well

New Things

  • Updated Dark Vault key asset
  • Dungeon leaderboard icons for Skilling Dungeons and the Dark Vault
  • Added 3 new fishing baits- Smelly Fish Guts, Crustacean, and Improved Hook Baits. These are intended to be decent early/mid-game bait options that can let you reach certain bonus breakpoints when using your expected tier of gear.
  • Added the Cooking Dungeon! This is the new source for Bleached Cloth and it can be accessed by cooking the Prismatic Pudding after finding Prismatic Extract randomly while cooking/preparing.
  • New assets for the Ancient Trident
  • New Physical and Elemental Accuracy scrolls. They are available at the same level as Accuracy with slightly modified recipes and give 3% bonus accuracy to relevant styles, up from Accuracy's 2.5%
  • Added 12 new Combat accuracy related affixes and 4 new ammo/rune preservation related affixes. These are primarily on weapons, gloves, capes, and pendant/quiver slots.

Bug Fixes

  • Fix shrine activation issues. This should fix the issue of certain shrines (like Ironmen, or seasonal modes) not generating buffs after the first, or not generating buffs at all. This is a HUGE fix for shrines. I also forgot to manually grant buffs so I'll give a bunch to everyone after the update goes live!
  • Fixed Enlightened Parchment not having a scrapping recipe
  • Hamster Hunter properly shown in UI timer
  • Fix multiple "Inventory is empty!" messages

UI Tweaks and Improvements

  • Improved quest ordering in lists
  • Hidden talent tutorial if you have no mastery levels
  • Added support for monster shields in the UI, currently only for Aberrant Shrimp. I apparently set it up to have it literally years ago and just kind of forgot about it entirely, oops!
  • Added the Equipment Tab to mobile
  • Improved the cultivation description
  • Improve unaccepted quest and turn in ready quest notifications

What's next?

  • I'll keep you all updated on what's happening with Steam. For gameplay, we'll be focusing on more polishing and bug fixes as well as new and rebalanced content. For content, I'm planning on going through all the equipment and reevaluating their augmentation bonuses for accuracy to find any that are lacking, as well as looking through abilities and seeing if any have unnecessarily bad scaling. If there are items/abilities in specific you any you have in mind that need a look over, let me know!
Beta 0.21.5 - Technical Technicalities and Balancing Balancers
September 17, 2024 Beta 0.21.5 Technical Technicalities and Balancing Balancers

0.21.5a

  • Improved formatting for /channel command
  • Necromancer's Weapon set now has poison accuracy poison
  • Ability accuracy scaling adjusted so that you get the full benefit of your primary style summed with the average of the non-primary style affinities. This makes it much more accurate than in 0.21.5, but still less accurate than 0.21.4 and before.
  • Transform Chances are now revealed in the UI
  • Dungeon Clear time Group message
  • Individual dungeon personal best tracking by difficulty
  • You will need to log back in after this update due to login changes.

Technical

  • A massive revamp of technical handling of our development environment and updating our tools
  • Login process has been overhauled. You will need to log back in to the game after this update.

UI

  • Revamped Character Selection Menu
  • Updates to a lot of text issues and legibility
  • Added affix slots UI component to match enchantment slots
  • Added notification numbers and in summary for unaccepted quests or ones that are ready for turn in
  • Add Action Queue skip to next

Balance

  • Black Knight's Gauntlet augment cost reduced, stats and aug bonuses rebalanced to make it the obvious Best in Slot for melee
  • Accuracy ability scaling formula has been redone; it no longer massively boosts accuracy just by having other scaling types by takes the average of all scaling values.
  • Wizard's wisdom gives some accuracy bonus
  • Adjusted elven heavy armor crafting recipe
  • Rebalanced a lot of quest objectives to not require a huge amount of time or items to accomplish
  • Rebalance Dark Vault Infernal Dust drops

Monster Balance

  • MASSIVE overhaul of monster stats. They have higher base stats across the board, but also are much more susceptible to weaknesses. Accuracy will matter a lot more as well. This will make building equipment properly more important as well as make the higher difficulties more of a challenge. This is a massive buff for monsters.

Other

  • Can no longer add temporary icons to profile display because they interact in a buggy way
  • Added Empowered Root Digging to plat shop
  • Fix alchemy amount sometimes being one off intended
Beta 0.21.4 - Fixes, QoL, UI, Woah
September 09, 2024 Beta 0.21.4 Fixes, QoL, UI, Woah

New Idlescape Plus QoL Perks

  • With new clients around the corner, we're porting a few of the Quality of Life features that have generally been relegated to being implemented by scripts. In this update we're introducing a basic idle notification as well as a notification for empty farming plots.

Balance Changes

  • Early game monster stat tweaks:
  • Chicken, Cow, Rat, and Goblin have had their overall base defensive stats boosted so that they're still really easy to beat, but low/mid tier gear get a more impactful kph increase
  • Guard has lost 3 resistance and gained 9 agility
  • Milita has lost 5 resistance and gained 8 agility
  • Black Knight has gained 40 agility, 38 protection, and lost 10 resistance
  • Gargoyle Crafting recipes are now available at level 60 crafting. They use Infernal Dust, Iron, Mithril, and Runite Bars plus their respective base obsidian counterpart to craft. Gargoyle drops have been replaced in Dark Vault with Infernal Dust.
  • Battleaxe Rebalance - massive buffs so it can fill the role of slow, heavy hitter better:
  • Min hult mult 0.25 -> 0.28
  • Max hit mult 1.0 -> 1.25
  • Slashing affinity 0.75 -> 1.1
  • Wrath and War is now a proper one handed battleaxe and has been restatted to have t85 battleaxe stats; this means a slight reduction in damage, an increase in accuracy, and the ability to use it with a shield (like the upcoming infernal shield, they pair together quite nicely!)
  • Added the Gargoyle Battleaxe, both craftable and from transform
  • Ladle stat rebalances-
  • Ladle - base +25 cooking +1.5 per aug, changed from +10 and +3
  • Searing Ladle - +40 and +2, from +20 and +4
  • Golden Spoon - Bonus of +5 per aug reduced to +4
  • Other stuff-
  • All damage over time effects now scale with their base stats with this formula: (style damage stat / 5000) + (style mastery level / 1000) + ((style affinity - 1)/100)
  • Fish Bait can now be crafted with Raw Tigerfish, Raw Tuna, and Raw Sharks
  • Living Wood Wolf now drops Cooking Shards
  • M A G I C
  • Pendant of Virulence now contributes to Living Death and has a new Virulent Plague ability, which is between Lesser and Greater Miasma abilities in damage
  • Living Death now requires only 4 pieces to get strength 2, new tier of 6 pieces for strength 3 available. Rescaled to make the first two strengths a little weaker, but the new strength is very strong if you focus on it. This means you can get Living Death strength 2 with any weapon combo!
  • Master of Flames - 3 piece set bonus, +10% int and fire affinities, doubles DoT of the Master of Flames ability from Mantle of Flame
  • Ancient Ice Age - 3 piece set bonus, +10% int and ice affinities, 10% chance per strength to apply 3 stacks of Ice Prison 3 (debuffs agility by 30% and prot/res by 15%)
  • Ancient Ring and Token now have the Frostbite ability which does a decent chunk of damage (upfront + DoT) as well as the Frostbite debuff which reduces Prot/Res by ~45%
  • Third Eye ability from the Enlightened Parchment (legendary ability scroll, drops in the same areas as apocalyptic ritual); basically a huge +damage stance for magic at the cost of damage taken
  • Grasp Heart ability from Necromancer's Cowl which does triple damage to enemies below 33% hp, or 25% otherwise. Also applies the Heart Attack debuff that reduces enemy damage output by a decent chunk.

New Stuff

  • Quest and Achievement progress can be shared in chat
  • Militia Quiver, crafted at level 15 and gives 1 strength of quiver
  • Rune Bag, crafted at level 15 and gives 1 strength of rune reserves

Bug Fixes

  • Season Claiming being finnicky should be resolved
  • The Shrimp Aberrant encounter now counts as a dungeon/elite encounter for highscore and profile display purposes, making it possible to showcase it
  • NGIM do not gain XP in gathering skills. This is not retroactive, unfortunately.
  • Deviant Shrimp Studier now requires the correct achievement to unlock

Coming Soon

  • A bunch of Infernal weapons and a new dungeon that drops them / their materials
  • More unique equipment that come early in the game progression
Beta 0.21.3 - User Interface Fun
September 04, 2024 Beta 0.21.3 User Interface Fun

User Interface Changes

  • Added dungeon profile display support
  • New fancy mercenary UI
  • Adjusted a few achievements that display the descriptions twice
  • Gear enchantments and talents no longer are shown as paused in the Active Effects panel as pausing the related buff does not pause those
  • Blacklisted buffs are now available as a list in the miscellaneous tab in the settings
  • Added empty farming plot screen reader support
  • Added info text for player profile in hiscores
  • Profile Slots listed as an IS+ benefit
  • Added a claim season rewards button to the character screen for seasonal characters

Bug Fixes

  • Combat hiscore announcements should now properly only happen on dungeons/elites completion
  • Some backend tools got some functionality back
  • Infernal Knowledge talent now grants the Infernal Puncture ability

New Things

  • Added a new book and a fun source for it. Hint: combat (because it's always combat!!!!!)
  • bugs, probably
Beta 0.21.2 - Combat Hiscores and More
August 28, 2024 Beta 0.21.2 Combat Hiscores and More

0.21.2a

  • Cracked Shrimp Bauble comes from failing research, not suceeding
  • Added mixed difficulty display for combat hiscores
  • Improved various checks and queries for dungeon hiscores, fixes a few misc issues and sets up new features
  • Hide the queue button by default
  • Added inspect player from hiscores
  • Early game shrine balancing - reduced base cost, reduced personal contribution thresholds, shrines always start with first two buffs before random buffs
  • Added announcements for getting the new top dungeon scores
  • Added automatic achievement completion when the achievement requirements are changed

Combat Hiscores and Dungeon Icons

  • Elite Scrolls and Dungeons now have their own hiscores! Hiscores are saved on successfully completing a dungeon and their leaderboards can be filtered by league and difficulty with shortest completion times being the best. Dungeon Mastery Icons are now awarded based on the highest difficulty completed, then the shortest time to complete. These Icons are only available for dungeons and are given to the entire party of players who were present for that run; Icons are currently not awarded for elite scroll leaderboards.
  • Unfortunately this uses a new system so previous dungeon runs are not retroactively applied to these new hiscores.

Bug Fixes

  • Fixed potion upgrade cost
  • Fixed Castle Hunting talent being a copy of Elder Error
  • Improved quest turn in consumption handling

UI Changes

  • Added a button in the market to toggle empty manifests
  • Alchemy Quality -> Alchemy Amount for affixes
  • Quests tab is the new default tab on opening the game instead of mining
  • Adjusted quest UI to fit better

Balance Changes

  • Jewelry can roll reduced strength common skilling effective level/stat affixes
  • Added a handful of enchantments to the main storyline and combat side quests
  • Adjusted smithing elite/master achievements to be more reasonably obtainable, takes roughly 650k runite bars to complete both
  • Added iron daggers and a sturdy longbow to the city services rewards and obby full helm to city secrets
  • Tongs now have the same tier as their other tool counterparts

Other Stuff

  • Implemented support for variable season rewards, like tokens per level, how much you get from leaderboard placements, icon rewards, etc.
Beta 0.21.1 - Early Game Progression Overhauls
August 19, 2024 Beta 0.21.1 Early Game Progression Overhauls

0.21.1a

  • Significantly buffed the experience rewards for storyline quests and combat side quests
  • Adjusted combat side quests to permit slaying a large number of normal mobs as an alternative to 10 elites
  • Fix combat food sometimes reporting that it's empty when it isn't
  • Some farming adjustments to rng handling, worm compost bin doesn't get visually larger as it progresses
  • Skilling set reqs for quests and crafting dropped to 50 from 60
  • Default max combat difficulty has been set to 3 to keep new players from getting farmed by elites. If you haven't updated this setting before, the old default is 30
  • Fix some edge case affinity clash calculations
  • Can now reorder and renames tabs when inventory filters are shown
  • Fixed some item tags and classes

Steam Progress

  • It's still going! We've run into a few obstacles and Boohi has been very hard at work trying to get everything solved. In fact, we actually managed to hit some rate limits whilst testing builds due to how complex the build and testing process has become. Fingers crossed it gets resolved soon!

Pre-Launch Season

  • The Pre-Launch Season is going strong for feedback! We've received a lot of good stuff from it which have directly resulted in most of the changes in this patch. Please continue to voice your thoughts! Even if we haven't directly changed something that's been talked about, it has been read and may be in the process of coming soon.

Farming and Fishing

  • Can now craft worm compost bins with prepared ingredients that can be 'planted' on your Farms to produce fertilizer and bait
  • Seaweed amount per roll has been massively buffed to make it more accessible for runic etchant

Mining

  • Cleaned up some of the mining rates so they display nicer
  • Added some salt to quarry for leather

Crafting and Smithing

  • Crafting / smithing required levels now line up along melee/ranged/magic and fit better with when you start to accumulate those resources.
  • Forge 1 was getting way less experience per resource spent than forge 2 (about 1/2 as much), it should now provide 50% extra xp. Additionally the intensity only trades heat for time (keeping with the theme of a simple forge). This will prevent smithing from falling so far behind mining prior to forge 2 unlocking.
  • Ran the crafting xp script to adjust all recently changed crafting recipes

Affix Changes

  • Common and Uncommon equipment can only roll up to Rare rarity affixes. This is to curtail the prevelance of bronze gear getting easy access to epic/legendary affixes that make them worth holding onto until adamant tier equipment
  • Clarified alchemy bonus affixes

Set Bonus Changes

  • Valley's Vigor has been given a second tier at 3 Giant's pieces equipped

Profile Overhaul

  • Ice has been hard at work overhauling the player inspect menu, now you can properly showcase things like your hiscore standing, achievements, icons, items, and profile backgrounds. You start with 4 showcase slots for hiscores, achievements, icons, or items, but can purchase a token to increase the number of available showcase slots for 600 plat. In the future we plan to allow purchasing different profile backgrounds as well.

Shrine Changes

  • Materials other than gold now contribute 15x their vendor value, up from 10x. Heavy Chitin and Heavy Scale are now longer rolled as potential materials for turn in. Affix Dusts and Scraps can now roll for turn in.

Monster Drops

  • Elven Riders (both normal and elites) now drop the Magic Quiver at the same rate as Elven Boots

Misc UI

  • Cooking now properly considers heat owned for max action count
  • Fix Fishing Node UI using bait instead of reel when intended
  • Added confirmations to purchasing anything with platinum
  • Added confirmation for leaving a chat channel
  • Fix swapping auto-attacks when rotation is full
  • Ammo and Food can now be seen in the normal equipment panel without accessing combat to check
  • Fix pinning the Combat tab replicating itself

Quests

  • Quests will no longer eat more than their share of progress multiplied item turn ins; if you try to turn in too much it will automatically cap

Mercs

  • Fixed Mercs not benefiting from their gear's Set Bonuses
Beta 0.21.0 - Pre-Launch Season and Even More Talents
August 13, 2024 Beta 0.21.0 Pre-Launch Season and Even More Talents

0.21.0d

  • Fix Processing Tutorial heat step needing to be done 10 times, instead of burning 10 heat once
  • Fixed some server crashes
  • Improve consistency of farming quest tracking when enchantments kick in
  • Farming quest progress can come from replanting instead of the first plant attempt
  • Improved automatic quest handling of missing steps when new steps are added or progress requirements change. This should unstuck anyone that was stuck with the tutorial changes.

0.21.0c

  • Fixing Processing Tutorial heat step
  • Significantly decreased the crafting cost of fishing tools' legacy components (nets/rods/etc.) with only barely increased driftwood costs to compensate
  • Moved the end of Pre-Launch to end of Sept so people know it's not ending in 2 weeks, even if it ends before end of Sept
  • Fix augment counter duplication

0.21.0a/b

  • All Dungeon Mastery achievements give combat related talents, the original talents will probably be repurposed to relevant skilling dungeon achievements
  • Farming Master achievement
  • Revamped tutorials to be smoother and a better new player experience. This may result in weird step progression or missed out rewards for mid-progress steps or completed tutorials, unfortunately :(
  • Adjusted sources and chances for GUNS (more things make them, better chances as well)
  • Adjusted some aug costs that were exorbitantly compared to other similar items
  • Cows can drop Hide
  • Adjusted T1/T2 craftable weapon costs to be significantly lower for easier early game access to multiple styles
  • Achievements can be selected to get more information about their rewarded talents, if applicable
  • Fix some marketplace field matching shenanigans

Pre-Launch Season

  • This is primarily a test season for the new experience formula curve and making sure there's no obvious problems in the progression that have gone overlooked. This season will run until 1.0 officially drops (the end date will be updated) but probably won't get any fancy mechanics. This is essentially a way to pre-plan your progression, test the new early/mid game without seasonal mechanics making things crazy, and get some more event tokens when 1.0 releases.
  • There will also be a unique icon for reaching a total level of 800 to show that you were one of the first to play the 1.0 balance system, and potential for Community Stars based on feedback or Bug Icons from bug reports!

Balance

  • All talents have had their costs re-evaluated compared to their actual power, intended power, and usage in high level gameplay. Overall this has resulted in a reduction of cost for a majority of talents, with a focus on niche talents becoming more viable as potential side selections without losing out on the "meta" picks.
  • New 'Quick Study' enchantment: Inferno but for enchanting, requires 92 enchanting to craft and is intended to be a mid/late game enchantment to boost enchanting speeds
  • Reduced augmenting/research cost for Scythes
  • Can smash Giant King's Jewels into Giant Scraps

Added a new Naga only wave to Corrupted Lands at mid+ difficulty

New Gear

  • Added guns. Maybe try researching things

New Talents

  • Obsidian Forgery
  • Dwarven Refinement
  • Forest Cleaning
  • Smithing Grandmaster
  • Smithing Legend
  • Bulk Cooking
  • Pungent Runes
  • Augmentation Afficionado I and II
  • Cooking Grandmaster
  • Cooking Legend
  • Wild Magic I, II, III, and Master
  • Snowman
  • Fleet Fungi
  • Tea Break
  • Runic Racing
  • Deflection
  • Gold Leaf Cook
  • It Belongs in a Museum
  • Rough Seas Fishing
  • Oil Rig
  • Shrimp's Blessing
  • Giant King's Vitality
  • Vault Hunter
  • Prismatic Power
  • Shrimp Aberrancy
  • Goblin Recipe Book
  • Dark Alloying
  • Seeds of Doubt
  • Experienced Hunter
  • Demonic Architecture
  • We're now up to 21 Gathering Talents, 82 Combat Talents, and 58 Production Talents!

Quest / Achievements

  • Added some new Elite and Master achievements for Smithing, Cooking, and Magic. Gave some achievements some special "mastery" talent rewards.
  • Added some non-combat options for completing a few quest steps in the main storyline. No more combat softlocks (hopefully)!
  • Added 11 Dungeon Mastery achievements that have some pretty nice rewards
Beta 0.20.11 - More Talents, More Balance!
August 07, 2024 Beta 0.20.11 More Talents, More Balance!

Steam Update

  • We are currently waiting for Steam to review the latest build to begin allowing public playtesting!

New Talents!

  • Novice and Master Treasure Hunter - gives 1 level of TH each
  • Critical Striker - 1 level of critical strike
  • Thick Skinned - 1 level of Demon Skin
  • Lightfooted - 1 level of Nimble
  • Fortitude I and II - 1 level of fort then 2 levels of fort
  • Reckless Attacker - 1 level of recklessness
  • Elemental Stability - 5 levels of elemental stabilization
  • Mass Crafter I, II, and III - 5, 3, and 2 levels of Mass Crafter (bonus bulk output)
  • Force/Convergence/Finesse I, II, and III - II and III use the "Overpowering" version that reduces the defensive stat to boost the offensive one.
  • Messy Eater - Reduces food cooldowns and healing by 15%

Balance

  • Affix doublers now properly boost scholar
  • The Hamster Mining talent now requires 60 (non-mastery) mining
  • Removed Embers, Loot Goblin, Archaeology, and Refining from the Platinum Buff shop in advance of 1.0's fresh economy. They will most likely come back at some point!
  • Adjusted the augment costs of several legendary tools:
  • Elvish Hoe: Diamond -> 10 polishing paste, Styg Bar 10x to 1x, added 1 Ichor
  • Ocean's Embrace: Aquamarine 5x to 1x, added 2 Myst Driftwood
  • Grovekeeper: Elder Logs 10x to 1, added 3 Yew Logs
  • Dwarven Rocksmasher: Added 3 stone
  • Ancient Runic Chisel: Halved all gem related costs
  • Ancient Cloth Fragments can be doubled / efficiency'd to bring it in line with other skilling dungeon materials
  • Overhauled the junk drops of Dungeons; now their average junk drops are in order based on their intended difficulty level. This includes buffing some of the higher level dungeons and nerfing some lower level ones. Does NOT affect their Dungeon Caches drops.
  • Adjusted Refining tables ever so slightly
  • Mantis Shrimp now has the 'Shrimp Skin' item set bonus which enhances Demon Skin and gives a % chance to deflect the damage that was reduced

Bug Fixes

  • Fixed Demon Skin always applying the flat reduction instead of the % reduction when % reduction beat flat

UI Tweaks

  • Clarified some Affix descriptions/names
  • Added a warning chat message for IS+ expiring within a week, happens when MOTD is sent
Beta 0.20.10 - Improvements and Fixes
July 31, 2024 Beta 0.20.10 Improvements and Fixes

0.20.10a

  • Make sure live build actually uses the right augmenting cost check; fixes recently updated aug cost items (khaast, skilling sets) not being able to be moved to augmenting queue
  • Clear offer enchant strength if no enchantment is specified
  • Crash fixes when under intense load

Steam Update

  • For those of you following the dev-blog on Discord, you may have seen the Idlescape client being downloaded by Boohi! We're in the process of ironing out the kinks related to build creation and distribution as well as continuing work on integration details. In other words, things are actually on schedule?!

What happened to season?!

  • Someone was cheating and causing the massive positive feedback loop so we had to manually reset it, sorry :( I'll manually reset the shrine costs once the update hits

Client Fixes

  • Fixed the crashing on load issue for some devices
  • Game URLs are consistent now
  • Number inputs should use the same component everywhere
  • Improved globals handling overall
  • Tweaks / improvements to shrine material value display and quest rewards display
  • Improvements to character activation and creation

Server Stuff

  • When changing your username it becomes reserved so it can't be immediately taken by someone else. This may be put on a time limit in the future.
  • Fix some global buff stacking issues
  • Revamped how whispers are stored, this will result in old whispers potentially being lost, so save them before the update if you want to keep them!

Game Things

  • Skilling Sets have had their augmenting and scrapping costs revamped; their shard costs have been dropped to 1, but they will now require a mix of various materials from their related skills. This should significantly increase the availablity of outfit augmentation and mildly increase the demand for some items.
  • Hands of Khaast have gotten their own augmenting and scrapping costs instead of being a copy of the modified diving gloves.
Beta 0.20.9 - Steam When?! Raids?!
July 24, 2024 Beta 0.20.9 Steam When?! Raids?!

0.20.9d

  • Fix combat queue not working with some of the latest changes to combat wave handling
  • Show loading status when booting the game
  • Ancient Chaos Talisman now has augmenting and researching requirements
  • Fix an inconsistent crash on load for clients when initializing globals
  • Shrimp raid bosses renamed to thematically match their stats
  • Adjusted stats of shrimp raid bosses to reduce the hard requirements for certain builds since it's not particularly intuitive
  • Fixed on-hit debuffs sometimes affecting friendlies when casting group buffs
  • Combat abilities with rune costs have had their cooldowns significantly decreased across the board; the magic wave clear spells (Apocalypse and Ocean's Wrath) are now faster to cast as well
  • Shrimp raid 1 hit KO mechanics have been swapped to 1 huge hit that is survivable with decent stamina and a long lasting damage over time that is also survivable if you don't get combo'd out to reduce the chances of bad RNG being a complete run ender
  • Smithing will not complete if any of the required item counts come back as 0 or negative
  • Smithing enhancement and maintenance capped at 30% (30 strength)

0.20.9c

  • Improve shrimp set descriptions
  • Upgraded Zedge to T65 (up from T50), better stats, req 65 atk and str, slightly faster, now an epic rarity item to reflect its new strength level
  • Ancient Chaos Amulet - dropped in Shrimp God dungeon, comes pre-enchanted with 'Voidblessed' which enhances all Chaos affinity abilities
  • Buffed Shrimp God's Hunger scaling for 4 and 5 count sets
  • Adjusted Shrimp God immunities to be less RNG centric

0.20.9b

  • Fix total level calculations; you may need to get a level or mastery level to recalculate them if it doesn't automatically refresh it on server restart
  • Fix some dungeon end cases resulting in the wrong outcomes
  • Zero Edge has been moved up from Uncommon to Rare
  • Increased Shrimp weapon stats to T92 from T85. Speed decreased from 2.4s to 2.3s.
  • Fixed some issues with the new shrimp sets not applying the right stats, fixed descriptions
  • Shapeless Scythe benefits from 'Desolation of the Void' set bonus. This may be too strong, need feedback here.

0.20.9a

  • Mantis Shrimp gear is properly tradeable
  • Hardcoded max group size raised to 10
  • Misc. text fixes + improved backend logging stuff
  • The "First to X" announcements are not retroactive, so they're announcing whenever someone reaches those milestones. Once someone achieves them, they won't announce anymore for that league! Default = Mainscape

Socials

  • We're setting our Socials back up, finally! Come follow, sub, like, or whatever the social calls it!
  • It may be a little empty now, but we're working on getting stuff added!

Technical

  • Rewrite of our experience system. Right now it will primarily mean an improvement in how experience and levels are handled, but in the future we may testing new experience formulas that move away from the existing Runescape one.
  • The updated login handling has been brought to live; since everyone probably playing on the web client, barring a few test clients, this will mean just better handling of logins, improved 2fa behavior (like the QR code actually loading), and more robust character interactions (de/activating).
  • The Steam client is now functional and proper internal testing has begun; once Steam approves the client we'll start asking for non-staff testers!
  • The DPS Dummy is now a normal zone and won't throw weird errors if it's initialized during a server reboot
  • Dungeon leaderboard tracking has been reimplemented fully, leaderboards soon^tm
  • First to milestone (i.e. first to 99) has been reimplemented fully
  • Improved handling of prolonging
  • Purged the remnants of Soulbound mechanics from the codebase since it's unused and just bloat

UI

  • Added smthing, ammo, and chest filters to the inventory
  • Madness Altar descriptions made more descriptive
  • Action Queue tutorial hidden if you are not able to complete it
  • Adjusted combat UI to show parties larger than 5 better
  • New Elven gear assets! They will appear for all existing elf gear, though it's intended to only be the royal elf gear once more assets are produced.
  • Dead players/mercs now turn grayscale and become transparent
  • Elite scroll aug cost UI

Combat

  • Adjustments to conversion enchantments: now represented in tooltips and removed the nerfing of base affinities
  • Slightly decreased offensive combat XP gain. Attack XP divisor increased from 35 to 40. Style XP divisor increased from 15 to 25. Constitution XP divisor increased from 25 to 35. Defensive XP gains are untouched.
  • Swapped level requirements for platebodies (now just def) and chainmail (now str and def)
  • Gave magic and range reqs to relevant forgotten soul weapons
  • Adjusted debuff stack caps or added them where there were none to avoid perma-debuffs
  • Low level shrimp gear has new set bonus

Raid?!

  • Beyond the Edge is releasing today! It is a 10 person dungeon that REQUIRES the party to engage with ALL major combat mechanics to complete it. You probably can't brute force it without mind boggling madness buffs active. If you remember Rise of Info from the pre-refactor, it's similar to that, but in our new system.
  • This raid includes an alternate way to craft the Shrimp Whip, Stinger, and Scepter, as well as introduces the new T85 Mantis Shrimp set that is a hybrid head, torso, legs, gloves, and off-hand set. What makes it customizable is the fact that it comes with 5 new set effects that turn on depending on which pieces you have equipped. For example, you can combine the Whip and Stinger to get both the Melee and Range DPS set bonuses at once, or something crazy like the Scepter and Shield for Magic DPS and Tank bonuses! You may want to turn on compact tooltips if you plan on using them, though!
  • The intended difficulty of the Raid is "hardest in the game" with the intended strength of the new gear being "very strong hybrid potential, much easier to maintain than 1 endgame set per style, but potentially not as strong as a full investment single style set."
  • The new Mantis Shrimp set assets are placeholder recolors, besides the gloves.
Beta 0.20.8 - Background Work
July 17, 2024 Beta 0.20.8 Background Work

Not Much This Week

  • Mercenary and Action Queue Tutorial Quests
  • New lore book and bestiary entries for The Advisor!
  • Added backup error handling for retrieving and displaying external data that may be missing expecting information, i.e. Patch Notes with unpublished fields
  • Dungeon Bestiary now shows dungeon loot when the related elite scroll has been cleared at +10, +12, +14, and +16. These values were arbitrarily chosen and will probably be changed.

Steam Stuff

  • If you haven't been following the dev-blog, here's a quick rundown of what we've got setup internally or are in the process of testing out:
  • Steam authentication and logging in are fully functional; you can link your Steam account to an Idlescape account and login through Steam instead, or even create an entirely new account that is attached to a Steam account
  • Purchasing Platinum through Steam instead of Stripe is currently being worked on
  • Setting up a process to automatically build a standalone Steam client for the game
  • The above processes should be able to be reused for mobile app store stuff too!
Beta 0.20.7 - Action Queueueueueueueue
July 10, 2024 Beta 0.20.7 Action Queueueueueueueue

0.20.7b

  • Adjusting Action Queue backend handling to remove inconsistent action flickering, vastly improve performance, and address few edge case issues
  • Allow removing from an invalid queue so it's not soft-locked
  • Tweaked some platinum token handling to address edge case issues
  • Naga enemies now drop scales at roughly twice the rarity as Runite Ore/Bars since they're a T6 processed material
  • Reroll Affix notification now also gives the real internal value as well as a star icon by the affix name if it's a near perfect roll
  • Blocked pure cosmetics from being equipped like normal items
  • Made /loadoutgen a bit smarter. It's a command that generates a loadout recommendation for whatever location you're currently in; your mileage may vary
  • Fix Druidism and Poisoner stats not matching descriptions

0.20.7a

  • Move the laggy duration multiplier logs to EnchantmentProcs filter; this should resolve the latest performance issues. Remember to turn off showing EnchantmentProcs!
  • Make Action Queue stuff less intrusive if player has not claimed tokens or IS+
  • Remove Action Queue Length restrictions; if you have claimed tokens for it previously they are converted to Count tokens. This should make the Action Queue significantly less over-complicated!

Action Queue Enhancements

  • Silent has revamped the Action Queue to make it a lot more useful!
  • Make sure to enable the Action Queue button in the Settings or Action Queue page to see a lot of the new functionality in the UI. It should be on by default now, but if you have changed it in the past it will use your current setting.
  • Now you can choose to complete an action a certain number of times instead of doing it for a specified length. One action equals 1 minute's worth of length, so if you have an hour's length as your max queue time, then you can queue up 60 actions, 60 minutes, or a mix of the two, such as 30 individual actions and then 30 minutes of something else. The UI will also reflect this more obviously to make sure you're constantly aware of the status of your queue.

Quest / Achievement Completion Popups

  • There's a popup now. Woah!

Bestiary Entries

  • All corrupted enemies should now have completed bestiary descriptions

Background Progress

  • We've implemented Steam authentication and logins; you will be able to link your existing accounts to Steam, or make a new one, and then use Steam to login to your account. This will be pretty useful if you're playing the game through Steam!
Beta 0.20.6 - Work, Work, Work
July 03, 2024 Beta 0.20.6 Work, Work, Work

0.20.6c

  • Fix set difficulty on elite clears
  • Fix some crashes
  • Fix queue toggle button for augmenting/research
  • Fix cold-blooded stats
  • Fix Gear Scraps description
  • Add restored cloth to cloak of the void cost
  • Fix affix reroll talent
  • Added permanent Intuition 10 to Season 2
  • Added permanent Intuition 10 and Haste 10 to Season 2 Ironman
  • Madness Buff Strength rolls will now always be at least half the buff strength shrine, i.e. if the strength shrine is 10 it could roll from 1-10, but now if it rolls 1-4 it will be forced to be 5. This should result in significantly better buffs overall

0.20.6b

  • Added max button to toggle queue dialogue
  • Fixed most of the descriptions reported in the mass typo thread
  • Fix critical aug dropping legendary tools to +1
  • Fix zone specific difficulty slider
  • Fix doubled up inactive buffs
  • Fix incorrect affix strength in active effects UI
  • Active Effects components is closer to the other buff panels in style
  • Fix referral loop check
  • Fix activating a character getting stuck, probably
  • Active Effects now show relevant global buffs too

0.20.6a

  • Crash fixes

Researching Tweaks

  • Added support for secondary items available when researching, both on success and failure.
  • Removed Obsidian Glass and Crystal Scale crafts and moved them over to Research failure rewards as a secondary on top of the existing gear scraps
  • Shrimp weapons can now break down into a decent chunk of shrimp scraps
  • Infernal Dust is produced on Obsidian research success
  • Prismatic Dust has a 10% chance to be produced on Black Opal jewelry
  • Cracked Shrimp Baubles can be sourced from researching shrimp baubles
  • Shrimp Armor now requires the correct Raw Shrimp item

Augmenting Tweaks

  • Gear with specific transform augment levels no longer skip the transform if they exceed the specific level, usually through critical augmenting giving 2 augment levels instead of one. This affects Bestial items, Razorfin, and Bags of Holding.
  • Dungeon Keys and Elite Scrolls can no longer be critically augmented, they will always only increase by 1 level.

Balance Tweaks

  • Increased drops of Shrimp Scraps

Bug Fixes

  • Fixed Wrath and War ability icons
  • Fixed some inconsistent reward behavior with referrals
  • Soul Wisdom enchantment and affixes are properly deprecated
  • Fixed some IS+ related technical issues

New Things

  • Really fast actions that are hard capped (such as UBER FAST actions in S2) now give a production multiplier bonus based on how fast it should have been, up to 5x more produced per action.
  • New lore book
  • Added new UI component to the status bar to show all active effects for your currently active action
  • New Quest UI
  • New Settings UI
  • New Combat Zone quests

Quest Tweaks

  • Runes of the Lava Maze's first step can be completed by turning in 5000 slates or doing the 2500 gathering actions like originally

Madness Tweaks

  • Halved the chance for Theme to switch when maxing a skill

Background Work

  • This stuff isn't live yet but we're currently in the process of rewriting login and authentication systems to support alternative sources, i.e. a mobile app or steam client. It hasn't been looked at since porting the original pre-refactor implementation to the refactor, so it's great pain to work on.
  • Oh, and Season 2 Ironman gets its own chat channel. Woo!
Beta 0.20.5 - Season 2 Ironman
June 26, 2024 Beta 0.20.5 Season 2 Ironman

0.20.5a

  • Fixing some fun crashes that are related to higher player counts than our test environments
  • Magic Catastrophe Ironman properly see the Madness status icon
  • Fix missing quest image
  • Making the crushed gem crafts available to everyone
  • Fix loadouts looking for soulbound items

Season 2 Ironman Launch

  • It's like a soft-relaunch of S2, but Ironman! Woah! This mode will share the timed buff madness changes with normal S2, though everything else will be league specific even if the mechanics are still the same. It also benefits from Global Buffs?!

New Augmenting System

New Stuff

  • Added the elite corrupted elder tree for the corrupted enemy group
  • Added a couple more lore books
  • Mastery announcements in madness leagues also proc the madness maxed skill buffs

UI Changes

  • Tweaked Market UI to make it more user friendly and overall improved
  • Lava Maze Combat Quest descriptions and rewards updated

Balance Changes

  • Adjusted the latest lava maze quest - underground maze is a valid location and rewards have been buffed mildly
  • Moved Dwarven Manufacturing Pendant to the Dwarven Research Station instead of the Academy gathering dungeon
  • Infernal Strength set bonus massively nerfed; now it provides +1% dmg when under 20% hp due to overlap with talents
  • Bound Anger talent strength doubled (up to 1.1x -> 1.2x)
  • Unbound Rage talent strength nearly doubled (up to 1.25x -> 1.4x, 25% def aff loss -> 40%)

Bug Fixes

  • Fix marketplace item filtering
  • Fix item jiggle in inventories
  • Fix referrals not working when your first created character was deleted

Technical Things

  • Stop sending empty inventory update messages
  • Improved some lock timing consistency
  • Adjusted transaction handling and recovery to hopefully reduce number of lost items
  • Mind essence is awarded at the end of combat waves to reduce the number of transactions during each combat action

Known Issues

  • Since Season 2 launched there have been intermittent reports of transactions failing and items not being rewarded when they should have been; we've narrowed down what is happening but we don't yet know why it's happening. If this happens to you please make a bug report on Discord with as much detail as possible about what you were doing, if you had a group or were solo, if you have any of the inventory related settings (auto-vault, auto-tacklebox, etc.), or anything else you deem pertinent, thanks!
Beta 0.20.4 - Madness Tweaks + Fixes
June 18, 2024 Beta 0.20.4 Madness Tweaks + Fixes

0.20.4a

  • Clear All notification button only on the first one
  • Unnest mobile quest button
  • Fix elite scroll aug cost
  • Over-overload prereq of ammunition overload
  • Fix forgotten madness crafting conversion recipe
  • Only spawn mercs on first action
  • Ported existing enchanting affixes to S2 system
  • Added some new Lorekeeper icons for Lorekeepers!
  • Fix referral system getting angry when trying to claim your first set of rewards
  • Improvements to referral UI
  • Three new lore books
  • Corrupted creature bestiary entries
  • Lava Maze main story quest, a couple combat quests, new gathering achievement
  • Improved mobile marketplace UI
  • Updated chisel vendor costs
  • Manually fixed the Shrine buffs for this week, it's automatically handled for next shrines

Referral System

  • Introduced a new referral system! Everyone is assigned a code and can designate one person's code as their referrer. At 3 major gameplay checkpoints you can claim rewards that affect the whole server as well as both you and your referrer personally.
  • Right now there are 3 tiers:
  • Tier 1, 500 total level - Global +50% XP for 30 mins (Intuition 10)
  • Tier 2, 1000 total level - Global hours of +50% XP and +20% Non-Combat Action Speed (Intuition 10, Empowered Haste 10); 200 plat for referrer and referred
  • Tier 3, Maxed - 2 hours of Global +50% XP and +20% Non-Combat Action Speed; 400 plat for referrer and referred; the new 'Friendly' chat icon
  • There is no cap on the number of people you can refer, in fact, there is a special unique icon for having 5 people you refer maxing one of their characters. Your referral code is account bound, not character bound.

Promo System

  • Added support for promo codes. There aren't any yet, but it's implemented!

Madness Tweaks

  • Removed band-aid fix for strength capping, now it is once more uncapped
  • Tweaked how madness rolls; theme should change roughly twice a day
  • Maxing a skill gives a very strong short-lived buff with a chance to swap theme

Technical Changes

  • Fixed a cause of lag when handling changing global buffs, most impactful when there are lots of buffs, like in madness
  • Reworked how actions are saved, making behavior more consistent across the board; mostly fixes inconsistent errors related to enqueueing actions
  • Market listings are removed when a market enabled character is made inactive
  • Improve some market list/offer behavior

Bug Fixes

  • Reverted Cooking changes that made the action stop a lot more than intended
  • Fixed shrine donation levels sometimes being lost; this is unfortunately not retroactive so the current shrine might still be a little wonky but after that it'll be fine
  • Fixed Swift Agony one shot kills not rewarding any experience
  • Fixed not being able to remove overflow queue actions from your action queue, such as when IS+ expires and your action queue length is reduced
  • Shrimp Bauble now properly transforms into its Cracked variant after 10 augments in S2 augmenting system
  • Fixed some icon issues when refreshing and shrine hiscores

Balance Changes

  • Farm Blitz now requires Cooking mastery 6
  • Scrapped ability books give dust on break instead of item scraps
  • Added forgotten weapon conversion recipes since they no longer transform in S2 augmenting
  • Shrimp Scraps droprates and amounts rolled increased from dungeon, cache unchanged
  • Decreased cost to augment shrimp weapons in S2
  • Titanic Gauntlet only requires one successful augment to transform

UI Changes

  • Made the descriptions of several enchantments and affixes more verbose and clearer
  • NGIM Chat Mastery star fixed
  • Crafting lock cover properly covers the whole element
  • Fix S2 augmenting showing two scrolls when it should just be one
  • IS+ now mentions that it gives +3 action queue count and +3 hours of action queue time
  • Added a 'Clear all' button to Notifications when there are more than one active
  • Item Tier is now explicitly shown in the item tooltip, if relevant
  • Show effects of augmentation afficionado in UI
  • Added the Buff Madness icon, not distributed yet
  • Match loadout combat zone order
  • Show correct affix clear cost in UI
  • Combat Loot activity log messages now note when a loot booster resulted in finding something additional as well as when double and triple loot rolls proc
  • Adjusted number input coin position

New Items

  • Charged and Inert Heat Stones, you can craft charged heat stones with heat, some fire runes, and an inert heat stone. The inert stone can be purchased from the general shop or found while refining. The charged stone can be burned (opened, it's actually a chest for technical purposes) for heat or traded. Tradeable heat?!

Mastery Talents

  • You can now buy 3 full mastery respec tokens every 30 days for 100m each, this will probably be discontinued before the 30 days expires as we are investigating changes to the talent system, so the final value of these tokens are essentially speculative.
  • We are investigating changes to the system to make it less painful and restrictive while still maintaining the notion that you are spec'ing into a specific build. Have any ideas? Make a feedback post!
Beta 0.20.3 - Iconic Icons and Buggy Bugs
June 11, 2024 Beta 0.20.3 Iconic Icons and Buggy Bugs

0.20.3a

  • Differentiate aug and scrap animation
  • Show talent point cost
  • Click hover buffs
  • Shift click to pause buff
  • Group leader icon

Buff Pausing

  • You can now pause your usage of a specific buff by selecting the buff and hitting the "Pause" button in the tooltip. To unpause do the same thing but hit the "Unpause" button. No more bad buffs for your builds!
  • This is disabled on Season 2 because of the Madness theme. That said, I have blacklisted specific enchantments with potential for game breaking or full stall effects from rolling in the future and if I remember I'll manually remove them from the list.

Fixes

  • Dark Vault key only needs one augment to upgrade
  • Fixed ancient academy cloth image
  • Fixed aspect affinity conversion inadvertantly reducing the base damage of the style more than intended
  • Added some sanity strength caps for enchantments; affected enchantments have new "Caps at X%" appending to their descriptions. These sanity caps should be impossible to reach outside of Season 2 and keep the server from breaking since they were never designed to be exceeded.
  • Removed fishing's hardcoded 1 second limit; now limited to 333ms like everything else
  • Allow turning in non-base items for quests (gathering dungeon keys)
  • In dungeon requeue ignore aug of keys
  • Skill books now give a matching rarity dust

UI - May need to clear cache to see some of the changes

  • Disable next step button if quest is already complete
  • Added ~50 new icons for enchantments
  • Changed duplicate enchantment icons to at least make sense if it didn't get a new unique icon
  • More obvious quest completion coloring
  • New and improved icons for the donator 1k and 2k crowns
  • Fix runecrafting essence cap
  • Clear Affix button properly shown on all items with affixes
  • Fix totemic wisdom description
  • Fix fishing UI not respecting the 333ms timer
  • New mobile modal item tooltips
  • Mobile market sell page overflow fixed
  • Added new combat splashes for blunt, nature, piercing, poison, and slashing
  • Foraging loot UI now shows effect of nature, herbalist, and seed harvesting
  • Fishing UI now calculates everything it needs to display locally
  • Removed some redundant animation handling
  • Renamed Practitioner Robe Hood to just Practitioner Hood to match the rest of the hoods
  • Fixed S2 augmenting displaying an incorrect error message
  • Add arrows to number input components

New Stuff

Technical Things

  • Optimizing how we handle experience and level gain
  • Optimized how we handle actions and action loops
  • Optimized some quest progress handling; should also fix multiple progress gains in one action (i.e. gathering multiple of a target resource) not stacking the progress properly

Balancing

  • Moved Wrath and War up to Tier 8 from Tier 7.5. This moves it over the breakpoint to get it another enchantment slot, a higher critical damage multiplier, better strength and protection stats, and a higher bonus from augmenting.
  • Buffed Wrath and War unique abilities; better affinity scaling and higher maximum damage ranges.
  • Fishing node sizes affects node frequency
Beta 0.20.2 - Affixing Alterations
June 03, 2024 Beta 0.20.2 Affixing Alterations

0.20.2a

  • Increased minimum action time from 250ms to 333ms because Season 2 is melting the server. If the optimization measures alleviate the issues then I'll drop it back down to 250ms with the next patch
  • Fix scrolls needing more than one per augment
  • Fix some affix related tooltip things
  • Epic tier dust and scrap (Prime Runic Dust and Epic Gear Scraps) are now purple to match the rarity coloration
  • Magic gear consistency- swapped greater and magic cloth names to match the rest of the game. Changed colors of cloth and fibers to match their robes. You may need to clear your cache to see all these changes!
  • Added a new chat setting - "Helper Ping" - this pings you if there are ANY messages sent in the help channel that aren't yours so you can be a very good helper
  • Mobile item tooltip in main dialog
  • Adjusted some backend logs to track bugs betterererest
  • Optimized a few areas that buff madness have exposed as weak points
  • Fix some incompatible enchantments appearing in the shrine
  • Option to turn in the legendary tool keys instead of clearing them. It's still probably best to clear them, they have great rewards!
  • Increased Infernal Lance strength requirement to 85, making it a proper tier 8.5 item; this means it has significantly stronger affix scaling, on par with the scythe
  • We are aware that shrine is having issues; this is due to lag, we will make the system more robust by next patch!

We are aware the Ancient Cloth Fragment image is broken.

If your client is lagging in S2 check your Settings and turn off "Show Enchantment Procs" and "Show Quest Progress" under Activity Log settings. Turn on High Performance Mode under Miscellaneous. If you are stuck in Catch-Up just hit resume; the buffs are making your characters process as fast as Catch-Up normally is and it's confusing the system.

Affixing Changes

  • New 'Clear Affixes' button when selecting an item in stockpile; allows you to very expensively clear existing affixes off of an equipment piece
  • Overhauled affix stat scaling; now many affixes have their strengths changed depending on the tier of item they are put on. For example, the 'Strong' prefix gives 2 to 5 strength under tier 4, 6-10 for tier 4 to tier 6, and 11-15 for tier 7+. Overall this is a buff and your items will automatically be adjusted to this new system, don't worry!
  • In most cases epic+ tier items will have their affix strengths doubled or more
  • Higher tier items' affix strength floors are generally the cap of the tier below; i.e. if it's a 1-5% range chance to proc something for a common, the epic variant of the affix could be 5%-10% range
  • Split the Dangerous Zone Chance affix into two affixes, one increases chance for dangerous encounters, the other decreases. Current dangerous zone chance affixes will be converted to increasing dangerous encounters since the way the range was calculated it heavily weighed towards increasing rather than decreasing
  • Affix UI will show one more decimal place for most stats so it's easier to compare things. In most cases it will show up to 3 decimal places.

Item Changes

  • Prismatic Jewelry has been made a Tier 8 gear piece for augmenting and affixing, its enchantment slots are unchanged.
  • Black Knight's Gauntlets have been made a Tier 6 gear piece for augmenting and affixing, no enchantment slot change
  • Assigned tiers to gold ring/necklace, naga's bracelet, and titanic guantlets so they can be affixed

UI Changes

  • Fixed mobile quest view
  • Fixed wrong elite scroll icon for fallen academy
  • Fixed cases of the game deciding you were breaking the chat link rules when you weren't
  • Condensed single step quest UI
  • Clarified some misc UI descriptions
  • Scrapping now logs item changes to lootlog

Gameplay Changes

  • Fixed SB removing certain item fields in some cases
  • Fixed affix strength roll conversion calculation error
  • Two-handed weapons give a flat 1.5x strength modifier to their affixes
  • Fix consumption of some buffs being inconsistent
  • Fixed missing health calculation resulting in significantly higher multipliers than intended in some cases
  • Fixed affinity clash calculations that resulted in unintended clash results when affinity differences are large. If you have very negative affinities you will hurt a lot more.
  • Fixed quests using intuition, taxing, and affixes when awarding experience
  • Ability Books can be researched as intended
  • Increased amount of metal slag generated by refining
  • Reduced Dwarven Forge refining chance by ~33% multiplicative
  • Increased Volcanic Forge refining chance by ~50% multiplicative
  • Refining is no longer capped at 100%; if it exceeds 100% it will roll on the excess, i.e. 125% = 100% chance to hit proc refining once, 25% to proc it again in the same action

Technical Changes

  • Cleaned up some group related logic
  • Improved how we generate SB and affixed items
  • Fixed a minor hiscore crash
Beta 0.20.1 - Weekly Madness
May 30, 2024 Beta 0.20.1 Weekly Madness

0.20.1a

  • Fixed some conditional base item costs appearing in the wrong gamemodes
  • Fix potential crash case for weekly shrine leaderboards
  • Manual eating now applies heal over time and buffs
  • Replaced treasure hunter icon that indicated highest zone clear difficulty with the zone's relevant elite scroll icon
  • Added difficulty icon assets
  • Added support for custom rules for progress logging in quests, i.e. send a flavor message when halfway through; changed the condition for sending progress from every step to exceeding 1% of target
  • Commands to adjust shrine cost modifiers without a server restart
  • Adjust sorting for achievements and quests
  • Made quest list button and summary more obvious
  • Made locked achievements more obvious
  • Only show pin button for in progress quests/achievements
  • steam store page btw, pls wishlist, it helps a LOT
  • https://store.steampowered.com/app/2692420/Idlescape/

Not a hotfix??

  • After the MANY hotfixes from last week, the primary crashes have been finally found and squashed. Crashes often constitute critical, or at least high, priority issues for development time so we haven't had a huge amount of time to prepare content/fixes for this week. That said, we have some for you!

Changes

  • Re-implemented weekly shrine temporary icon; now given to #1 top altar donators for each altar instead of top 3
  • Fixed top 3 global shrine donators
  • Fixed Idling Like a Champ achievement
  • Improved Talent descriptions
  • Fixed some unintended talent bonus effects
  • Fix Smithing validity check
  • Fix runaway shard bonuses, can now not give bonus shards indefinitely and instead gives up to the double shards you had earned
  • Fixed Augmenting rework now requiring base copies above +5
  • Fix critical augmenting chance not applying in augmenting rework
  • Spiraling out of control talent effects now appears in UI
  • Account icons now properly distribute to all characters outside of session starts
  • Fix inversion of ammo preservation chance on ammunition overload talents
  • Fix crafting flickering
  • Show scrapping talent effect
  • Scroll of Immunity for capes - 10% chance per strength to halve debuff stacks
  • Fix NGIM being able to do certain skills they shouldn't be able to, probably

Issues being investigated

  • Currently some buffs don't like stacking properly if one was started before a server restart; such as platinum buffs
Beta 0.20.0 - Season 2 and More
May 21, 2024 Beta 0.20.0 Season 2 and More

Hotfix notes are at the very bottom!

Steam Store Page

Season 2 - Buff Madness - May 22nd to September

  • Buff Madness
  • Focusing on the shrine reworks, there are new instant shrines that give a random buff everytime the shrine's goal is reached separate from the rest of the shrine system.
  • This is a community effort! You can contribute to either the strength of the shrine, or contribute to generating new buffs in the shrine. Every 24 hours the buff madness shrines will downgrade, so you will need to be constantly maintaining (or upgrading) the shrines to benefit from the nearly limitless pool of buffs available.

Wiki Madness

  • Starting on Season 2 launch, wiki edits from registered accounts with at least 500 changed characters will be rewarded with a random buff on Season 2 "Buff Madness". Large edits will get longer buff durations. Wiki edits will be reviewed to prevent spam and buffs will be given out by moderators manually, so some delay is to be expected. Moderators are also allowed to give out extra buffs for edits that fall below the threshold, but still required substantial work, on their own discretion. (Begging for a buff will have the opposing effect.)

Leaderboard

  • All editors will additionally participate in a leaderboard. All players with at least 1000 changed characters will receive a participation icon at the end of the season. First, second and third place will receive a medal/an icon (tbd, maybe both?). Icons will transfer to 1.0, once it releases.
  • Check out the leaderboard!

Augmenting Overhaul (includes changes below)

  • Augmentation Counter System (Season 2 Only, Currently)
  • Instead of being a success/fail system, augmentations have been fractionalized and made into a success/crit success system.
  • Almost all augmentation costs in this new system have been reduced to roughly 1% of the materials required to initially craft the item.
  • Augmenting an item increases its Augmentation Counter, and once that counter exceeds the threshold to upgrade the item consumes up to several base variants of the item, increases its augmentation level, and resets the counter.
  • There is a low chance that instead of increasing the counter once a player may critically succeed, incrementing the counter twice. This system ensures that there is no ability to "fail" in the augmenting progression but there is still a chance to do better than the base.
  • In this new system all items are tradeable!

Research System

  • The Research System, also called 'Scrapping' internally, gives the player a new timed Enchanting action. It costs the same to Research as to Augment and results in the same amount of experience, but instead of upgrading items it breaks them down.
  • Players will research existing items with successful attempts resulting in the relevant affix dust and unsuccessful attempts resulting in the relevant item scraps. The amount of dust and scrap generated scales with the augmentation level of the item used, so high augmentation items may result in dozens, if not hundreds, of their rarity of dust before turning into several pieces of scrap.
  • This new system allows players to generate new materials through recycling old and unused equipment as well as accumulate a ton of experience in the process.
  • Oh, by the way, Ability Books/Scrolls/Tomes/Whatevers are researchable for a decent chunk of higher level dusts. Don't burn them!

No More Soulbound

  • Season 2 has no Soulbound status, Item Levels, or Item Experience. Every item is tradeable, go nuts on the market!
  • These gameplay changes (besides the buff madness seasonal mechanics) will inevitably come to main game, either mid-season or post-season 2

Global Game Changes

  • Yes, these are main game updates, not just the season changes!

Partial Augmenting Overhaul

  • Augmentation Bonus Rescaling
  • All combat related stats (except offensive criticals) have been rescaled to always be at least 5% of the item's base strength. This means at +10 an item is 50% stronger, and at +20 an item is twice as strong as its base variant.

Shrine Rework

  • Shrines have been completely overhauled!
  • Shrines now have several altars of buffs that can be individually contributed to as well as introducing personal contribution goals.
  • Each altar focuses on a specific skill or category of skills as well as its own contribution goals. Each time a goal is reached, one of the enchantments is unlocked or upgraded in strength. Generally there are three enchantments per altar. Shrine duration now has its own contribution pool and goals; it must be donated to separately from the other altars to increase the length of ALL other altars. In order to benefit from these altars a player must meet a personal contribution goal. As of writing this post a player must contribute 1 million gold to unlock the first buff from each altar, 10 million gold to unlock the second buff, and 100 million gold to unlock all buffs. Contributing to any altar will raise a player's personal contribution.
  • Essentially, the shrine is now a set of 9 buffs that scale theoretically infinitely, limited only by how much gold the community wants to spend on them.
  • Ironmen can also contribute to shrines through donating materials rather than gold with altars asking for a specific set of items; as of now materials will count for 10x their vendor value.

Quests and Achievements

  • Quests, Achievements, and Tutorials are making their entrance into Idlescape.
  • They can be advanced by accomplishing specific tasks and often reward the player with experience, items, quest points, achievements points, or access to new mechanics.
  • Quests are multi-step tasks to guide the player through content, such as having the player work through a specific tier of content, and often unlock subsequent quests and sets of achievements. Quests have been split into a storyline, combat quests, gathering quests, and processing quests.
  • Storyline quests follow the progression flow of the game and allow many different avenues to complete it; most steps can be completed through combat, gathering, or processing, and are designed to allow any playstyle to easily approach the story.
  • Combat quests focus on the combat within a specific tier and see the player engaging several difficulties in that tier's combat zone, culminating in the relevant elite scroll or dungeons.
  • Gathering quests focus on all the gathering zones within a tier to familiarize the player with the materials that are found there.
  • Processing quests are a specialized set of quests that allow the player to obtain specialized rewards; for example, there is now a questline to unlock each tier of the enchanting tomes as well as a questline to passively unlock the effect of the previous crafting enchantment (crafting resource reduction).
  • Achievements are single-step tasks that focus on accomplishing one specific task a massive number of times.

Talents

  • Talents, also known as Mastery Talents depending on how long you have been around here, are a new progression system that generally starts after you max a skill.
  • There are roughly 100 talents as of writing this post; they are spread across all skills and vary greatly in their effects.
  • Some of the cheaper talents are minor effective level boosts, whereas the more expensive talents that require a much higher level to unlock come with new mechanics to help you specialize into your gameplay niche.

Affixes

  • Affixes are FINALLY coming out globally and have undergone several reworks:
  • Affix rerolling has been redone so that you have the option to choose either the new or old rolls.
  • Dust and Scrap generation has been integrated into the previously mentioned research system; on a successful research attempt dust will be generated. On an unsuccessful attempt the item will be consumed and scrap will be generated. The number of dust or scrap produced scales with the augmentation level of the item researched.
  • Affixes are now internally stored as a range of 0 to 1 so that we are able to rebalance and change affix strengths after they are already applied to items. This means that if you get a perfect roll on an item that affix value will be stored as 1; if we buff the affix later it will be automatically updated to the new higher strength, or lowered if the affix is nerfed.
  • Affix UI now displays the odds for rolling specific affixes as well as rarity categories so you should now know exactly what you should expect from RNG rolling

Other Balance Notes

  • Smithing has gotten a rebalance; it has had more of its power moved into its tools/effective levels and its experience curve has been made flatter (nerfed) in the early/mid game. Refining has similarly been adjusted for these new rates and scaling.

Lots of other stuff

  • Not everything has been included here since it is the culmination of several months of work, rework, and reworking the reworks. We will be around to answer questions you may have either in-game or on Discord!

Hotfix: 0.20.0a

  • Add a big warning text for quest steps that aren't active with reason why they aren't active
  • Fix some enchant calc errors
  • Fix chaos hand-in twice for fallen academy quest
  • Announced quest/achievement completions in season 2 give 4 hours of magic catastrophe buffs
  • New announcement handler
  • bronze hatchet craftable, augmentable, and scrappable
  • Master Miner now accepts Deep Pit for progress
  • Elf Slayer properly accessible
  • New Shrine System quest / tutorial
  • Fix some notifications showing as errors instead of successes
  • Added runeslate to gathering tutorial, not retroactive sorry :(
  • Fix wiki madness icon paths
  • Season 2 ends in September, not in a week!
  • Updated descriptions of Silent Fury and Unbound Rage to note they are incompatible
  • Quest progress bars can now fill fully properly
  • Added talent respec token to platinum shop; costs 500 platinum. There WILL be more free opportunities from the main storyline to get them without paying any plat!

Hotfix: 0.20.0b

  • Show correct quest step tooltip
  • Fix scroll position flicker
  • Fix rainbow road achievement
  • Fix smithing button width
  • Changed default scroll filter from hatchet to gloves
  • Don't reset aug counter on affix
  • Increased quest point requirements for enchanting tome and crafting questlines, +1 per level so first one is 1 req, 5th one is 5 req; Gave a quest point as a reward for completing the final 2 of each line
  • Fix some crash cases
  • Increased material donation cost (for ironmen) by 10x
  • Show more decimals for affixes
  • UI for jumping to required quest
  • UI toggle for showing quest progress
  • Max turn in button for quests

Hotfix: 0.20.0c

  • Maybe crash fix please PLEASE
  • Unpinning quests
  • Death essence added to fallen academy quest
  • Filter augment message setting working
  • Restore the Combat Instance Stats formatting that got accidentally deleted

Hotfix: 0.20.0d

  • PLEASE FIX THE CRASHES AAAAAAAAA
  • Hide gathering drawer on NGIM characters
  • Some improved logging to misc things in backend
  • Fix scrapping item amounts
  • combat instance stats support cast count for more accurate ability dps
  • Improved initialization of offline time checking
  • New session reconnection handling
  • Lower burn chance at low level cooking
  • Fix some crafting experience being 1
  • 'Consistent Chef' talent to always cook higher quality and ignore chance to increase quality
  • Augmentation announcements for successful high level augs only happen in the new augmenting system
  • Augmentation failed announcements added, red text!!

Hotfix: 0.20.0e

  • Fixed nine-lives taking your health away accidentally
  • Optimized market manifest snapshot
  • Allow items to transform when augmenting
  • More tweaks to session handling to optimize and fix things

Hotfix: 0.20.0f

  • Improved catchup frozen check; should more aggressively handle potential frozen actions
  • Added 5 more achievements: "It's Definitely Spelled 'Mellon'", "Destroying History", "Feeling Lucky?", "Burning with Enthusiasm", "BURN IT ALL"
  • Fix all the mismatched quest/achievements
  • A lot more logging for ongoing issues we've been investigating that are making me GO CRAZY

Hotfix: 0.20.0g

  • Fix golden spoon requiring 3000 shards per aug instead of 300
  • Improved offline session error handling
  • Start next action on action fail, if it exists
  • Add golden spoon to crafting v quest
  • Decreased affixing tutorial RC exp from 50k to 500 :x
  • Essence concentration strength UI made more clear
  • Post soulbound resource check working as intended
  • Clearer description for "Idling like a champ"
  • More logging for errors that PLAGUE ME

Hotfix: 0.20.0h

  • Prepped ingredients can now be eaten directly; they're way worse than proper meals but are better than nothing!
  • Refactored our session start and initialization system; this should make it significantly more robust and informative when errors occur
  • Please report any session related errors, like getting stuck when connecting or not being able to load a character!

Hotfix: 0.20.0i

  • THOU SHALT ACKNOWLEDGE MOD POPUPS (by clicking a close button)
  • Phoenix's Flame debuff now Overheating 3, down from Overheating 4
  • Improved location de/buff handling (still kinda iffy when there's lag)
  • Crashed shards should now at least attempt to recover crashed player sessions instead of ignoring them
  • Cave Cleanup correctly rewards the lesser ladle instead of the legacy ladle
  • More adjustments to session starting tolerances

Hotfix: 0.20.0j

  • Reduce heat and cooking time for simpler recipes
  • ~20% less refining gems on forge 2
  • Only auto-pin accepted quests
  • Show next quests
  • Fix invalid date string for end of season
  • More backend cleanup tasks and refactoring

Hotfix: 0.20.0k

  • Fix a market snapshot error that made it never run, probably
  • Slightly improved logging on our end for the farmingerrors that are probably just lag related
  • Handle some marketplace item related errors
  • Runecrafting enchantments can go on the runecrafting set
  • Added item tags to the legendary skilling gear mats
  • Turning on some process logging and updating software

Hotfix: 0.20.0l

  • Entirely a backend update
  • Fixed the persistent crash from the last few days. WOOHOO
Beta 0.19.12 - Putting Out Fires
15 May 2024 Beta 0.19.12 Bug Fixes and Minor Improvements

Changes

  • Improved tooltip stickiness, should fix some flickering issues.
  • Added augmentation XP to Black Knight Gloves.
  • Fixed enchantment affix application when equipment affixes are 0.
  • Reviewed and updated some global announcement drops.
  • Added Durian Seed.
  • Added Researcher's Boon and Adventurer's Boon to Platinum Shop buffs.
  • Increased z-index of equipment by 3x, giving more granular control—purely cosmetic, report any issues!
  • "Tab 0" is now the default tab.
Beta 0.19.11 - Lich!
09 May 2024 Beta 0.19.11 New Content and Fixes

0.19.11a

  • Allow joining/leaving channels with spaces in the name.
  • Max button added in item dialog.
  • Tooltip delay implemented to reduce flicker.
  • Outline added to the cooking slider.
  • Fixed switching zone behavior.
  • Fixed selecting the wrong dungeon key.
  • Stopped dungeon if the loadout fails; ignores combat check if loadout is for dungeons.

Season 2 Playtest

  • The Season 2 Playtest is still public and ongoing! If you haven't checked it out yet, feel free to try the new content before it officially launches.
  • Development efforts remain focused on the playtest until Season 2 goes live.

Changes

  • Added assets for Dark Magic caster enemies.
  • Added assets for the Necromancer set.
  • Introduced a new cosmetic Lich set.
  • Filter Heat when clicked in inventory.
  • Allowed drinking of non-healing potions in combat.
  • Fixed refresh issue in the market sell page.
  • Fixed augmentation scaling for non-soulbound items.
  • Enabled re-queueing a dungeon key, ignoring augmentation levels—now you can finally run those dozens of keys!
Beta 0.19.10 - Tiny Lil Update
19 April 2024 Beta 0.19.10 Small Fixes and UI Adjustments

0.19.10a

  • Fix item shifting on hover in cooking prep list.

Not Much This Week

  • Added a new (old?) platinum icon by request.
  • Stop items shifting when hovering in prep list.
  • Don't show previous item in New Listing.
  • No Cake Day icon on a character's first day, it doesn't count!

Upcoming

  • There will be a significantly larger post coming soon (within a week) along with a playtest for the upcoming content!
Beta 0.19.9 - Fixes + Season Launch Checklist
10 April 2024 Beta 0.19.9 Fixes and Season Preparation

Fixes

  • Go to combat screen if in combat properly.
  • Fix combat tab handling.
  • SORTING SORTING SORTING SORTING.
  • Fix Cake Day handling.
  • Don't show player count for empty/inactive leagues.
  • Hide buffs for dead monsters.
  • Augment number color fix.

Season Launch Checklist?

These are the remaining entries on our checklist, most of them are generally >70% completed and effectively playable; they are being worked on concurrently rather than sequentially, so when a few of them are completed then the rest will follow very shortly behind:

  • Finish remaining talent implementations + bug fixes - less than 10 remaining out of roughly 100.
  • Enchanting / Augmenting / Researching - playable, but needs polish and content integration.
  • Affix Cost Rebalance - scripted change.
  • Affix UI Improvements - adding some more info to UI.
  • Affix Rerolling Redux - implementing new selection system.
  • Shrine Balancing.
  • Quests / Achievements - design work, everything technical is implemented.
  • Some other things that are mostly technical/backend related.
Beta 0.19.8 - Mostly Fixes
03 April 2024 Beta 0.19.8 Bug Fixes and Talent Progress

Fixes

  • Fixed superheating costs and UI drop rates now reflect the effects.
  • Fix inventories being sorted when they shouldn't be.
  • Same items will now stack in chest/loot popups.
  • Fix catch-up when offline time is fully expended.
  • Fix wrong target in combat sometimes.
  • Fix NPC DoT/HoT source being incorrectly assigned.
  • Fix prepare dungeon UI.
  • Fixed softlock during catch-up, should now just cancel catch-up if it gets stuck.
  • Fixed catch-up softlock situation if the action goes idle (i.e., out of resources).

What Have We Been Up To?

  • We've been focusing on making many recipes more reasonable in the new systems while allowing much more granular control over resource usage.
  • Redundant resources are being removed, and conversion recipes are being added (e.g., heavy variant resources in ranged crafting, fractional gem/bar usage for crafting).

Talent Progress

  • Currently 60 planned talents, with 37 already implemented and in testing.
  • Here are some of the talent names:
  • Gathering Master
  • Gathering Grandmaster
  • Dwarven Student
  • Hamster Hunter
  • Melter Smelter
  • Fresh Forager
  • Precision
  • Bound Anger
  • Unbound Rage
  • Infernal Knowledge
  • Careful Critical
  • Unadorned Agility
  • Arsonist
  • Featherweight Fighter
  • Nine-Lives
  • Were-Elf
  • Loaded Dice
  • Augmentation Afficionado
  • Pungent Runes
  • Molten Lava
Beta 0.19.7 - Technical Stuff and Bug Fixes
28 March 2024 Beta 0.19.7 Technical Fixes and UI Updates

Hotfix: 0.19.7a

  • Fixed supercooling/superheating rune consumption + added logging for it when it happens.
  • Fixed inventories being sorted when they shouldn't be.
  • Added Efficiency to the Session Stat Tracking.
  • Fixed flipped settings UI.
  • Some miscellaneous grammar/typos fixed in descriptions.
  • Fixed email verification UI.

Returning Feature!

  • Cake Day has been reimplemented!

Bug Fixes

  • Fix greater chest log messages.
  • Fix heat formatting on modern tooltips.
  • Fix combat loot log grammar errors.
  • Fix gathering log categories.
  • Fix item tier and globals loading.
  • Fix showing correct total experience.
  • Overheal and other combat buffs moved to EnchantmentProcs chat filter.
  • Added new handling to break players out of softlocks in erroring actions.
  • Fixed some augmenting XP being 0.

UI Changes / Fixes

  • Auto-run the reset UI function on switching characters.
  • Updated even more really old legacy components to the new standard.
  • Can shift-click to unequip gear.
  • Added shift-click shortcut to inventory items.
  • Premium icons hidden in whispers.
  • Overwrite loadout confirmation dialogue.
  • Added cosmetic tags to cosmetics missing them.
  • Shows untradeable status in tooltips.
  • Added a catch-up loading screen when simulating player sessions in SUPER SPEEEEED.
  • Fixed preparation sorting mismatch from front and back ends.

Technical Changes

  • MASSIVE overhaul to how a lot of data is handled from the backend, significantly cutting down on memory-related interactions.
  • Should also significantly decrease client information spam, potentially increasing performance while decreasing network usage.
  • Made some changes to logging when it wasn't giving enough information to fix potential issues.
  • Improved handling for session resuming, should resolve long action resetting on session restarts.

Season 2 News?

  • We're (Silent and Ice) currently working on revamping a lot of the "programmer UI" (redoing Nick's jank UI) and balancing a few potential positive feedback loops.
Beta 0.19.6 - Background Work
21 March 2024 Beta 0.19.6 Background Work

This week's live game update is a rather small one due to most of the focus continuing to be on the upcoming season and its reworks/overhauls. For the upcoming content it is still currently a WIP and in testing on the playtest server and may change depending on feedback we get or data we collect!

Changes

  • Some backend/technical cleanup of unused fields and functions.
Some cleanup of unused or unnecessary frontend components.
"Super Duper Accuracy" for Loot Goblin chance calculation, primarily affects some catch-up time shenanigans.
  • Enchanted Armory enemies Poison def aff reduced from 2 to 0.5.
  • Black Knight variants poison def aff reduced from 1 to 0.8.
  • Guard/Militiaman reduces poison def aff from 1 to 0.8.
  • Royal Reverence effect changed; chance for acrobatics 5 is 10-15%, missing HP bonus now gives bonus crit stats under 50%.

Background Work - Still WIP!

  • We've been working on the new augmenting/enchanting system these last couple weeks, here's a quick rundown of the main changes (still WIP, may be changed based on feedback):

Removal of Soulbound / Item Leveling Mechanics

  • Splitting augmenting into two conflicting paths has caused a lot of trouble and headaches for us and the players, and we've decided to strip out some of the chaff from both while keeping what we consider the good bits.
  • All items will become tradeable like pre-refactor, but augmenting will be a lot less RNG-centric.
  • Instead of a chance to destroy the item on a failed augment, each augmentation attempt adds to an augment counter that is specific to the item and once that counter passes a specific threshold the item will augment to the next level.
  • There is NO chance to fail, only a very small chance to critical aug, meaning that the augmentation counter increases by 2 instead of 1.
  • The goal of these changes are to completely remove the potential "bad feeling" when augmenting and the potential loss of progression and help reduce variability due to RNG while acting as a sink for items and materials.
  • Augmentation costs will also be overhauled. In most cases the augment attempt cost will be ~1-5% of the original crafting cost of the item; however, higher augmentation levels will require a copy of the base item to upgrade the item once the counter has reached the threshold.

Integration of Affixes

  • Since affixes will be coming to the main gamemodes, we've had to reconsider a lot of how the economic aspect of affixes needs to look like and integrate the system into existing skills.
  • The simple "press button to salvage item" system is incredibly basic and just not good enough, so we've replaced it with a new "Item Research" system to complement the above augmenting changes.
  • This will add a new "Research Queue" where the player will conduct experiments on items.
  • Currently, when a player succeeds in the experiment the item is NOT consumed and produces affix dust as well as the current augmentation fail item (prismatic dust, infernal dust, etc.).
  • When the experiment fails the item is consumed and a relevant item scrap is produced.
  • This will become the primary source of experience in Enchanting as well as a significant item sink.

Why New Systems?

  • Idlescape is an idle game so the new systems had to focus more on the time than the material aspect.
  • The primary resource consumed in these changes will be time rather than purely material, even if the new material sinks are another goal of the systems.

As it is now, these changes will only be present on Season 2 when it releases; the old "Salvage" button system will be on main gamemodes as well as the Research system being disabled on them so that we can properly evaluate and balance the systems according to internal data and player feedback.

So what's planned for Season 2?

  • Quests
  • Achievements
  • Tutorials
  • Talents
  • Affix Integration
  • Augmenting Overhaul
  • Shrine Overhaul
  • So many technical overhauls to handle the above that I have honestly lost count.

Which of these will go to main gamemodes immediately?

  • Quests
  • Achievements
  • Tutorials
  • Talents
  • Old Affix System
  • Shrine Overhaul
  • The technical stuff that gives me nightmares.

Other Tidbits of Info

  • Quests have been slowly integrated into various systems and progression steps and will be able to:
  • Unlock purchasable talents.
  • Unlock passive perks.
  • Unlock crafting recipes.
  • Unlock entire mechanics (do your tutorials!).
  • The Shrine Overhaul allows much stronger shrines at exponentially increasing costs.
  • I hope y'all like gold sinks (and maybe material turn-ins)!
  • It should be worth it though since it is theoretically possible to unlock over 32 shrine milestones (global and personal), up from the 9 global milestones, every week!
Beta 0.19.5 - Blue > Gold?
13 March 2024 Beta 0.19.5 Enchanting Rework Progress, Bug Fixes, and UI Changes

Progress Update

  • Next major update progress is going well, but additional feature implementations keep expanding the scope.
  • The latest feature addition is the long-discussed enchanting rework, which integrates well with affixes.
  • Dev-blog teasers expected soon as UI work progresses.

Bug Fixes

  • Added unstuck behavior for players when groups break.
  • Friendly abilities always hit, as intended.
  • Fixed various crafting-related issues.
  • Prepping no longer consumes Deep Fry stacks.
  • Fixed Regal Might and Nature's Sanctuary calculations applying to incorrect stats.

UI Changes

  • XP UI reverted from gold back to blue.
  • General shop components improved; now supports 'Enter' to confirm purchases.
  • Added information about special scaling costs for augmenting where relevant.
  • Fixed hiscores display on mobile.
  • Additional topbar improvements.
  • Updated vacation token description to clarify it is a one-time effect consumable.

Balance Changes

  • NGIM now receives more miscellaneous gathering resources from drops.
  • Talismans increase rune output by 1.

Technical Stuff

  • Began migration for combat stats handling for optimization purposes.
  • Implemented incremental loot logging as an optimization improvement.

Easter Eggs

Beta 0.19.4 - Soon^Soon^tm
07 March 2024 Beta 0.19.4 Balance Tweaks, Bug Fixes, and UI Improvements

Background Stuff

  • We're currently in the polish and balance phase for the next major update!
  • The next major update(s) will tentatively include:
  • Affixes
  • Achievements
  • Season 2
  • Quests
  • Talents
  • Keep an eye on the dev-blog for more!

Balance Changes / Bug Fixes

  • Reduced the augmentation cost for obsidian to reflect the lowered experience rates.
  • Preparation interactions with Scholar have been tweaked to reduce the massive experience rate potential.
  • Fixed Swift Agony interactions with self-damage.
  • Damage and Health Over Time events now refresh an existing stack if it exists or upgrade the stack if refreshed by an enhanced version, rather than stacking as a separate event.
  • Loot Goblin has been overhauled to align with intent; description now reflects the expected average number of encounters per day.
  • Deep Fry only applies to cooking food and alchemy.
  • Fixed Entropic Strike using magic accuracy instead of melee.
  • Cooking balance changes:
  • Moved to normal potions, now gives 1 potion per stack (from 6).
  • Adjusted everything else by ~x5-6.
  • Blitzing scales with levels.
  • Prevented adding ammo that doesn't meet requirements.
  • Action Queue only moves off combat if at wave end and not in an elite scroll/dungeon.
  • Fixed some global buff application bugs.
  • Tentative fix for additional loadout food issues.

UI Stuff

  • More cooking cosmetics!
  • Added Damage and Health Over Time UI elements to combat buff/debuff panel.
  • Fixed loadout color switching.
  • Removed some market loot logging.
  • Tweaked loot log displays for chests.
  • Distributed a variety of ability icons to ones missing unique icons.
  • More compact header.
  • Allow viewing zone info in combat.
  • Made equipment DPS display smarter, now includes DoTs.
  • Chat scroll only on unread mention.
  • Disabled pressing escape to clear chat.
  • Reset UI button now beside the clock.
  • Send all relevant level-up announcements instead of just one.
Beta 0.19.3 - Feature Creep™
27 February 2024 Beta 0.19.3 Bug Fixes, Balance Changes, and New Features

Feature Creep?

  • There's some interesting background work happening! While this isn’t delaying quests, achievements, talents, or affixes, it will require some playtesting.
  • On that topic—playtesting soon™?

Bug Fixes

  • Custom name now correctly shown on market listings.
  • Fixed threat profile setting dropdown rendering spam.
  • Proportional scholar experience applied on efficiency proc.
  • Improved glove rendering.
  • Fixed superheat/cool functionality.
  • Fixed some loadout food loading issues.
  • Miscellaneous improvements to smithing UI components.
  • Added default enchants to new buy orders.
  • Correct buff strength displayed in combat inventory.
  • Fixed some whisper-related bugs.
  • A lot of backend fixes and improvements to support upcoming content.

Balance Changes

  • Increased HP from food.
  • Blood Magic now drains the caster's HP on cast.
  • Improved many mobs' ability rotations to increase synergy with their stats.
  • Infernal Strength missing health damage bonus adjusted:
  • Now begins below 50% HP.
  • Grants 2% more damage per missing HP.
  • At 25% HP, you deal 50% more damage.
  • At 10% HP, you deal 80% more damage.

New Abilities

  • From HeckYea, our latest blue name conversion:
  • Manifest Kalanahmatti - Shard of Kalanahmatti auto attack.
  • Mauling Blow - Moss Maul auto attack.
  • Crystal Strike - Crystal Mace auto attack.
  • Coral Claw - Modified Diving Gloves auto attack.
  • Fury - Wrath and War auto attack.
  • Riptide - Razorfin auto attack.
  • Entropic Strike - Signet Ring melee attack.

Alchemy Changes

  • Cheaper buff stacks to make most buffs viable to craft.
  • Quality slider replaced with a potion tier selection slider.
  • Craft multiple potions instead of increasing quality—reduces inventory clutter.
  • Reduced potion categories to a single line.
  • Buff ingredient drops reduced.

Cooking

  • Increased the number of prepared ingredients used.
  • Lower-tier food (with fewer ingredient types) provides more quality per slider, increasing buff stacks.
  • Process slowed by half, but experience doubled to maintain XP rate.

Preparation

  • Faster Blitzing.
  • No more RNG—now level-restricted instead.
  • Ladle and Greater Ladle discontinued.

NGIM Gathering Crates

  • New dungeon rewards: Every dungeon now has a chance to drop gathering crates up to its tier.
  • Small Crate (up to level 20 materials).
  • Normal Crate (up to level 40 materials).
  • Large Crate (level 40+ materials).
  • Crates contain unrefined basic gathering materials and drop in relatively low quantities.

Miscellaneous

  • Added auto-scroll to chat tab when mentioned.
  • New fun mod tools :)
  • Added an option to reset legacy named items.
  • Added popup for claiming an account on refresh.
Beta 0.19.2 - Let Cooks Cook
22 February 2024 Beta 0.19.2 Balance Changes, Client Updates, and Bug Fixes

Balance Changes

  • Retuned defense XP gain:
  • Decreased XP gained from dealing unmitigated damage by ~25%.
  • Decreased XP gained from dealing mitigated damage by ~50%.
  • Increased XP gained from taking unmitigated damage by ~25%.
  • Doubled XP gained from mitigating taken damage.
  • DOTs now award XP.
  • Increased minimum hit multiplier for monsters from 1/20 to 1/2, making monster damage more consistent.
  • Reverted drop rate nerf for some Dark Fortress uniques that were originally shared with the Dark Vault.

Client Changes

  • Cooking and Preparation hooks added for scripts.
  • Exposed cookingList for better script interactions.
  • Added Threat Profile settings—new checkbox to use custom threat slider settings instead of the default profile.
  • Added a background to the cooking info to improve legibility.
  • SessionStats page now uses proper item components with tooltips and borders.

Bug Fixes

  • Buff application with caps adjusted.
  • Fixed gathering dungeons not getting set bonuses correctly.
  • Show correct buff consumed strength in consume dialogue.
  • Fixed cosmetics being the wrong data types in some cases and not rendering properly.
  • Fixed preparation duration sometimes being incorrect.
  • Various leaderboard display fixes.
  • Skip buffs at strength 0 that were causing issues.
  • Fixed a chat UI disconnect issue.
  • ChatIcons now scale with font-size properly.
  • Fixed some ability buff application logic.

Upcoming

  • Significant progress on Quests and Achievements.
  • Several completed progression questlines, including augmenting tomes and crafting passive effect replacing the enchant.
  • New ways to get rewards from quests, such as unlocking crafting recipes and talents.
  • Quests, Achievements, Talents, and Affixes are likely to release together in the next major update.
  • Expect playtesting to recommence soon™!
Beta 0.19.1 - Balancing the Bugs
14 February 2024 Beta 0.19.1 Bug Fixes, Balance Changes, and UI Updates

0.19.1a

  • Can soulbind/augment the new jewelry in Dark Vault.
  • Fixed offline tracking.
  • Prevent infinite locked wheel state blocking some inputs.
  • Soul Wisdom can now properly be applied to all skilling sets.
  • Tweaks to some buff handling behavior for more consistency.
  • More consistent merc loadout logic, should be less "sticky" on UI.
  • Fixed the rat/goblin mixup in low-level combat locations.

Bug Fixes

  • Fixed mercs attacking before an enemy spawned, potentially wasting a buff cast.
  • Resort merc/mob buffs to fix strength selection issues.
  • Fixed alchemy potion tooltip location.
  • Shrimp can be prepared to get baubles.
  • Fixed 'Respawning...' stuck in CombatInfoBar.
  • Made chat stick to the bottom.
  • Prevented combat food from being consumed from stockpile.
  • Fixed activity log not using the intended space.
  • Fixed runecrafting amount formula.
  • Placeholder combat asset added for Royal Elven Hat.
  • Fixed incorrect behavior when unblocking users who have changed their username recently.
  • Commands are now case insensitive again.
  • Fixed some incorrect/typo descriptions for enchantments.
  • Unstuck mercenaries in UI.

Balance Changes

  • Adjusted alchemy formula for consistency and intuitiveness.
  • Adjusted the Greater Imbued Wand essence crafting requirement.
  • Mercs now get buffs from food.
  • Spades and Vault key components are ~4x rarer to drop.
  • Improved difficulty scaling of Enchanted Armory, now scales up to difficulty 15.
  • Removed Titan, Blademaster, and Torn Banner from Dark Vault.
  • Added Dark Ring, Crown of Spikes, and Pendant of Virulence to Dark Vault.
  • Dark Ring - ring, reduces defenses but improves offenses significantly.
  • Crown of Spikes - pendant, passive deflect but cannot dodge and much lower accuracy.
  • Pendant of Virulence - pendant, DOTs auto resolve at half damage but synergizes with Living Death.
  • Living Death now synergizes with Pendant of Virulence—the lower your HP, the greater the damage your auto-resolved DOT does.
  • Royal Reverence agility bonus halved; dodge-to-get-acrobatics has been massively buffed and now scales with remaining HP. This set bonus is now primarily focused on DPS rather than dodge tanking.

Other Things

  • Surrounding players in the hiscore will now be shown.
  • Slightly more verbose explanation for required feedback fields.
  • Optimizations and improvements to loadout food handling.
  • Added a new preparation option for cooking: "Prepare Evenly."
  • Various UI optimizations and component refactoring.
  • Can now filter affix by effect... soon™!
  • Can now filter by cooking tag and cooking enchantment.
  • Lots of backend/frontend optimizations.
  • Some more work for quests/achievements.
  • Gathering Dungeons now have bestiary entries from the relevant gathering elite scrolls.
  • April Fools gear can now be used as cosmetics.
Beta 0.19.0 - Post-Season Huge Update
01 February 2024 Beta 0.19.0 Major Combat, Skilling, and UI Changes

0.19.0b

  • Obsidian equipment now grants tier 4 item XP in augmenting, up from tier 2.
  • Elite scrolls grant tier 1 item XP in augmenting, up from 0.
  • Dungeon keys grant tier 2 item XP in augmenting, up from 0.
  • Fixed checks for Nigh-Invincibility, Cleanse, and Corrosion.
  • Royal Elven set bonus now properly applies when you dodge, not when you miss.
  • Fixed weird interactions with Forge Enhancement/Maintenance.
  • Mushrooms are now tagged as bitter, and chili peppers are now tagged as spicy (primarily for NGIM).
  • Infernal Dust given value for UI checks.
  • Cooking is faster for smaller sizes.
  • Food generally heals more.
  • Increased difficulty for some ingredients for better XP rates.
  • Moved size of essence to vials/pots.
  • Alternate recipe for Dark Vault dungeon key added.
  • Ran the crafting XP script to update some items.
  • Fixed some crashes related to supercooling/heating.
  • Added a location for prepping in cooking for loadout purposes.
  • Smithing progress bar shown on first action.
  • Hooked up Cooking progress bar.
  • Symphony of Souls can now be augmented.
  • Monsters in UI get cleared when not in combat.

0.19.0a

  • Fixed cooking pot issues.
  • Smithing UI crash fixed.
  • ID Crystal asset added.
  • Prismatic aug bonuses buffed.
  • Fixed some items incorrectly using Void Anchor assets.

Combat Changes

  • Passive heal removed entirely; all passive heal boosts now affect healing from food/other sources.
  • New player HP formula: massively increased base HP pool and more impact from stamina.
  • Changed accuracy formula—reducing overall accuracy and increasing agility effectiveness.
  • Some dungeons have a new reinforcement system where bosses summon weak monsters as distractions.

Abilities

  • Most lower-tier magic abilities no longer require runes.
  • Legendary and some epic weapons now have unique auto-attacks and new abilities.
  • New monster group de/buff abilities added, primarily for elites and specialized enemies.
  • New abilities introduced, including:
  • Blood Offering & Blood Sacrifice - Typeless damage at the cost of defense.
  • Lesser/Greater Miasma & Decaying Grasp - Necromancer poison DoTs.
  • Lingering Flame - Fire orb AOE flame DoT.
  • Gaia Strike & Earthquake - Nature abilities for Moss Maul.
  • New enhanced autos for various weapons like Trident, Shrimp Scepter, and Khaast.

New Items

"Infernal" melee set (T7 epic, upgrade to Gargoyle, crafted from Dark Vault materials).
"Royal Elven" ranged set (T7 epic, upgrade to Elven, crafted from Elder Ruins materials).
"Symphony of Souls" (Empowered variant of Chorus of Souls, transforms at a specific aug level).
"Reinforced Cape" (Low-level craftable cape replacing Decayed Cloak stats).
  • "Infernal Lance" upgraded to Legendary rarity.

New Dungeon

  • The Dark Vault (Level 75+ dungeon, key materials drop from Enchanted Armory).
  • Maelstrom boss now features the reinforcement mechanic.

Set Bonuses

  • Multiple reworks and adjustments, including:
  • Protective Plates nerfed (10% prot/stam → 7.5% per level).
  • Ranger’s Grace nerfed (20% agility → 10% per level).
  • New Infernal Strength set bonus: +10% STR, 1% more damage per missing % HP, +10% fire affinity.
  • Nature’s Blessing now boosts healing, de/buffs, and nature affinities.

Cooking Overhaul

  • Now split into three stages:
  • Preparation - Convert ingredients into base components.
  • Cooking - Select recipes, strengths, and optional buffs.
  • Alchemy - Create and upgrade potions.

Other Changes

  • Smithing, Runecrafting, and Cooking now have full skilling sets.
  • New enchantments like Crucible, Forge Enhancement, and Leftovers.
  • Augmenting XP now scales with item tier rather than enchantment slots.
  • TONS of UI improvements from Silent and Ice.
  • Season 1 rewards distributed (tokens based on total/mastery levels, extra for top 20 hiscores).
  • Event shop restocked with new platinum tokens and buffs.

Affix Changes

  • Affixes are not yet reintroduced until they are balanced properly.
  • Players can submit feedback on affix changes via an in-game form.
Beta 0.18.4 - More UI Stuff + Next Update Progress
25 January 2024 Beta 0.18.4 UI Cleanup, Technical Changes, and Next Update Progress

This week is another light update focused on UI cleanup and improvements.

Fixes

  • Fixed rounding errors in Smithing Information Component.
  • Show Available Create/Activate Character Button properly.
  • Browser Back Button now returns to Character Select Screen instead of refreshing.

Tweaks

  • More precise Attack Speed Threat Display in UI.

Technical Stuff

  • Ice has done another pass on UI-related code cleanup.
  • This resulted in ~2,100 changed lines of code.
  • These changes improve maintainability and will make future fixes easier.
  • However, some issues were found in testing, so the rollout is delayed for now.

Next Update

  • The next major update is in testing.
  • Current iteration is feature complete.
  • Now undergoing balancing adjustments before release.
Beta 0.18.3 - Just a Lil Update
17 January 2024 Beta 0.18.3 UI Tweaks, Technical Improvements, and Bug Fixes

Tweaks

  • Technical improvements for Throwing Snowballs.
  • Added delay for fetching Hiscore Icons (should improve accuracy on restart).
  • Reimplemented Flavor Message Settings.
  • Two-Handed Cosmetics now override Offhand.
  • Clarified 'Send Notifications as Activity Logs' to 'Send Notifications as Activity Logs Instead'.
  • Combat Dummy now changes name to /throw target.
  • Improvements to Inventory UI Components.
  • Marketplace History now shows Tax-Free Income.
  • Can now Toggle Loadout Location Category.
  • Added Enchantment Proc Log for Refining.

Fixes

  • Fixed Firefox Animation Issues.
  • Fixed Loading Wheel being too wide.
  • Fixed Great Imbued Wand Rune Cost.
  • Fixed Issues with Verification Emails.
Beta 0.18.2 - Bug Squashing + UI!!!
10 January 2024 Beta 0.18.2 Bug Fixes, UI Improvements, and Marketplace Enhancements

Silent and Ice have been hard at work squashing bugs and bringing new UI features!

Bug Fixes

  • Mercenaries no longer follow to a different zone when using User Queue.
  • Better error notifications when attempting actions without being the leader.
  • Fixed Email Verification and updated some standards.
  • Improved Status Bar, fixing 'Respawning...' getting stuck.
  • Fixed Transform Message issues.
  • Fixed Login Page display issues.
  • Fixed Chat Channel command issues.
  • Fixed Marketplace Channel issues.
  • Fixed broken Item Images.
  • Fishing Stats now display even without bait.

User Interface Additions

  • Reimplemented Chat Size Setting.
  • Added Clear Chat Input Button.
  • Market Listings now open in dialogue.
  • Buy Orders now generate Chat Links.
  • Queue Status now shown in the Status Bar.
  • Event Shop can now be accessed from Event Token dialogue.
  • Improved Character Creation UI for clarity.
  • Market History now has Filters + More Detailed History.
  • Added Batch Move for Items between Vault, History, and Tabs (woo!).
  • Added Total Location Count when Combining Items.

Miscellaneous

  • Snowballs are now limited to 10 per channel per minute.