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Patch Notes
Getting Started

Less Bugs, More Polish

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UI go brr

  • You can now drag and drop ability images to set your rotation!

Bug Fixes

  • Fixed /selljunk sometimes erroring out
  • Fixed ability rotation sometimes not respecting max ability count
  • Fixed ability rotation sometimes being able to get changed mid combat
  • Fixed instances where Wealth procs would not give you the full gold reward
  • Fixed legacy food tooltips
  • Fixed some misc update listing bugs
  • Fixed trying to use 0.5 fertilizer bug
  • Fixed Password Recovery process

Misc. Improvements

  • More info for banned/muted players to know when the punishment is over
  • Show personal leaderboard placement
  • Improvements to threat calculations, added option to target based on lowest HP percent
  • A fun easter egg for collectors of a specific item
  • Some automated tasks that should hopefully reduce typos I (Nick) sometimes make
  • Various UI improvements

Balance Changes

  • Reduced soulbound xp gain by ~33%
  • Super duper mathed out Combat drops from chikenz! (ty chikenz)
  • Reworked crafting material costs for dungeon keys, also based on SUPER MATH
  • Heal/damage over times casted without enough ammo have heavily reduced efficacy (half healing, half dot counts, twice as long between events); bandage friendly now requires 1 nature rune

What's happening next patch?

We're working on some technical cleanup to try and resolve some underlying issues that have cropped up every once and a while (desync primarily). With our fantastic new blue names this will hopefully go well!

Bugs + QoL

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  • Disenchant and Unsoulbind have been separated into two separate buttons. When you disenchant it also attempts to salvage materials as normal based on the scrolls that make up the enchant, if it exists. When you unsoulbind it will remove all item levels and experience as well as reset the augmentation level to 0.
  • The auto-rotation setting defaults to off and a new button has been added to the UI in case you want to test to see the auto-sort setup without having to use the setting.
  • New setting that checks to make sure mercenaries have access to all their gear and food intended and if not canceling starting combat.
  • Added total healing for food on modern tooltips setting
  • Implemented 'Dungeon Misclick Safety' Setting, it defaults to false. If it's on then when you attempt to start any action from client while running a dungeon/scroll it will block the attempt and send a popup.

Bug Fixes

  • Fixed merc check spam
  • Fixed some deleted message bugs
  • Fixed buying the wrong listing
  • Fixed/improved various UI bugs for marketplace things
  • Fixed an inconsistency with ability displays that lead to the wrong abilities appearing in UI even when backend was casting the correct ones
  • Update listing should send the full item back to inventory instead of just base item by ID
  • Fixed taxing enchant
  • Fixed retreating shot having twice the effect it should, leading to some weird targeting behavior since it could drop your threat to 0


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  • Format marketplace sell item stackSize
  • Fixed mercs using whetstones
  • Global buffs should properly appear on client now
  • Global buffs should properly apply
  • Fixed auto-attack replacing behavior
  • Fixed very forgetful characters losing track of their ability rotations
  • Fixed tooltips to include 2h weapons counting twice for sets


  • Fixed dungeons/scrolls breaking
  • Mostly backend fixes/cleanup

There's a lot in this patch, I may have missed something compiling these changelogs. Feel free to shoot us a question for clarifications or explore in-game for answers!

Mercenaries Are In!

  • Mercenaries are a new system where you can hire an NPC to use your equipment and stats to aid you in combat instead of having to always group with another player. This is intended as a convenience system for people who don't want to participate in the ever dreaded ActiveScape^tm.
  • They're at the bottom of your loadouts tab!

New Combat UI

  • Lots of improvements by IceFreez3r for our combat selection and combat adjacent systems.
  • This includes the long awaited Bestiary. Monster stats and drops are shown in detail as you unlock new entries by completing elite scroll challenges.
  • Dungeon and scroll selection has been overhauled to use the combat zone selection UI instead of an item.
  • Clicking on a loadout item in a loadout will change the loadout's image to that item


  • Improved and additional mod tools for chat moderation. Beware, rulebreakers!
  • New update listing option from Ice so you can update your existing listings instead of having to remove and re-add, QoL go brrr
  • Basic support for the face and body cosmetic slots have been added

Bug Fixes

  • Fixed total expected cooking actions
  • Location and mercenary assignments persist when re-saving loadout
  • Various fixes to displaying and fetching patch notes in-game
  • MOTD appears in all channels except Whispers
  • A ton of UI related fixes + clarifications that are too numerous to list, mostly fixed by our amazing Blue Names!

Massive Amounts of Combat Stuff because it is my (Nick) favorite child

  • Quick Shot and Swift Shot have 10s cooldowns
  • All 1.33x ability affinity mults have been increased to 1.5x
  • Empowered Bestial Dagger Speed 2.2 -> 2.1, Strength up to 42, Melee Affinity up to 1.1
  • Increased accuracy of all crossbows
  • Decreased Quick Shot min and max dmg to 0.9 from 0.95
  • Added 'Imbued Charms' which are optional magic damage/acc ammo consumables
  • Added an uncraftable tier (1.4x) of ammo only available from greater gathering chests
  • Naturalist now boosts greater chest finding in all gathering
  • Added additional items to elven gear auging costs, shouldn't be prohibitive, might be too low
  • Added support for de/buffs to ignore prolonging; this has been added to all existing debuffs
  • Implemented 'Pending Resurrection' enchantment
  • Reimplemented the 'Phoenix Flame' set bonus
  • Overheating affects both defensive and offensive stats
  • Acid Splash, Acid Wave, and Armor Rend are now available to players through skill books. They drop from enemies that use these abilities as they are themed as notes that the player takes learning from the monsters. Non-elites have 1/10k chance, Elites have 1/1k chance to drop
  • Reimplemented Resurrection Sickness
  • Mantle of Flame has 2 new abilities- 'Channel Resurrection' and 'Prepare Resurrection'
  • New combat jewelry is tradable + new level reqs
  • Taxing Enchantment Reworked, now boosts junk drops and does not reduce stats
  • Monsters now weaker vs. their special damage weaknesses (slashing/piercing/fire/ice/etc.) Monsters without special weaknesses generally have gotten some new ones.
  • Lesser Demons max hit mult reduced from 1.0 to 0.9 to make lava maze easier early on
  • Doubled effectivesness of threat modifying buffs (taunt/tank taunt/blending in)
  • Adjusted weights of threat contribution:
  • Armor threat increased
  • Attack Speed threat increased
  • Missing HP threat increased and only applies to monsters; monsters will always assume the player is max HP for this check making it effectively static
  • Implemented 8 (total of 9) new targeting methods for abilities to add more tools for design, i.e. lowest threat, highest threat, random, random excluding highest threat, lowest health, etc.
  • Diminishing damage per attack attempt on AOEs supported
  • Mercs take 10% of drops per junk roll
  • Dungeons scale twice as fast as other combat zones for difficulty
  • Max buff count from abilities supported, generally it's either 1 or 99, debuffs do not cap
  • Moved hard rotation to priority rotation; character will always attempt to cast the first off-cooldown ability. Monsters still have hard rotations, generally.
  • Added some auto-rotation functionality to create a decent priority rotation off of existing ones, can be toggled off in settings. Recommended to use this as a starting point but not to fully rely on it unless you're okay with some inefficiency.
  • Adjusted drops for Goblin Settlement/Cache, Souls drops, CW drops (mostly all nerfs here)
  • Added a new enemy- Exiled Preceptor. He appears in very high difficulty Fallen Academy waves and drops the high level mage dungeon frags. He is very strong.
  • Combat splash wheel reimplemented
  • Crystal scales no longer drop in Overgrown Woods
  • Fixed various enchantments not affecting stats as intended
  • Wild Slash base max dmg coeff down to 0.75 from 1.5
  • Execute has better melee damage scaling, faster to cast (1.2 to 1), and higher min dmg coeff (1 to 1.25), execute special handling does up to 33% more dmg starting at 50% target hp, from 15% starting at 33%
  • Slayer's Pendant given more offensive dmg aff in all styles (1.03 to 1.05). Given higher base prot/stam (1 to 4) and 4 strength. Gives 2 str per aug

Chess Tournament

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Welcome to the Idlescape Chess Tournament, where chess enthusiasts of all skill levels are invited to participate in an exciting and friendly competition. Whether you’re a seasoned chess player or just starting out, this tournament is a great opportunity to test your skills, meet new people, and have fun. The tournament will be held on, with games played in a rapid format and scores tracked on Challonge. There are prizes for the top three places, so give it your best shot! Don’t miss out on this chance to be a part of the Idlescape Chess Tournament!


  • Games must be held on
  • First to 2 points win. Win = 1. Loss = 0. Draw = 0.5 to each player. Maximum of 4 games.
  • If there is a tie. a subsequent game of Blitz (3+2) will be played. First to win, wins the match.
  • Games will be of the rapid format. 10+0 (10 minutes, 0 second increment)
  • You will have a day to play your game, or be forfeited for that match.
  • Scores and matches will be tracked on Challonge. Link to be given in Discord after registration ends.
  • The winner of the match must report the score in the #chess-tournament Discord channel.
  • The tournament is a double elimination bracket where losing a match will result in being placed in the loser’s bracket. Two losses will result in elimination.
  • Cheating and/or outside help will get you disqualified.


  • 1st place: 5000 Platinum & Gold Medal
  • 2nd place: 3000 Platinum & Silver Medal
  • 3rd place: 2000 Platinum & Bronze Medal

Imporant Dates

  • Registration opens on Friday, May 5th at 2:00 PM Idlescape server time (UTC)
  • Registration closes on Friday, May 12th at 8:00 PM Idlescape server time (UTC)
  • Tournament will start on May 15th. Schedule will be announced in #chess-tournament later
  • Tournament length depends on the amount of participants

How to join

Fill out the form here and you are in!

Make sure to join the Discord channel #chess-tournament for the tournament. All announcements, schedules, planning of games will take place in there.

If you have any questions, feel free to contact Scrubbus#4589 or Boohi#4553 in Discord!

New Tooltips

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New Tooltips

Tooltips received a new overhaul, with a more modern and compact outlook. No more overflowing tooltips!

You can enable and switch between different Tooltips (and comparison mode) in the Settings. The new Tooltips are disabled (for now) by default. Plan is to make them the default option after a while.

The Tooltips were previously part of Dael's userscripts, but now integrated to the official user interface. Thanks Dael!


  • Fixed an issue causing Idlescape Plus to not renew properly.
  • Performance and minor visual fixes to Landing page.
  • Clicking the Version at the top right corner will now show latest official posts from Idlescape

Thanks a lot for all the feedback both in live server and the playtest one!

Shapeless Update

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New Item

  • Intended to begin pushing group combat to support more support roles, the Sylvan Staff is a new item that has been introduced to give magic support players access to more tools to keep their parties in the fight.
    • Will be released in next week's update

New Cosmetics

  • The Shapeless Bow and Shapeless Staff have been added as new cosmetics

Quality of Life

  • Can now filter by item set names in inventory
  • Filtering of player auctions on the sell page

Balance Changes

  • Wealth and Scholar have been returned to their former glory, sort of! They have been reverted to 20% per strength except now they do not stack on top of each other.
  • Halved effectiveness of the Soul Stealing buff (0.1 to 0.05)
  • Chorus of Souls ability overhaul: Lesser Soul Steal to Corrupted Soul Steal, added 2 new abilities, 'Wailing Souls' and 'Blinding Souls' that apply debuffs
  • Implemented several existing combat debuffs
  • Greatly increased the chance of getting an Elder Stone, now also drops from elder ruins itself (aug item for elven quivers and ring of taxes)
  • Greatly increased aug bonuses for elven quivers as they had disproportionately expensive augmentation costs for effectively no stat gain
  • Magic Forgotten Soul attack speed slowed from 2.1 to 2.3
  • Eye of the Storm and Maelstrom keys have alternate recipes that are just 10 of their key pieces with no gathering materials
  • Each physical melee damage type now has a secondary default ability, as in when you equip an item that is melee and has affinity for that damage type it will be added as an available ability as if the weapon granted it: Piercing gets 'Bleed'- an entry level DOT ability, Blunt gets 'Daze'- a debuffing attack that applies the Stun debuff, and Slashing gets 'Cleave'- a basic 2 target AOE
  • Bestial Fury set bonus needs 3 pieces for full strength, 2 gives half; strength bonus increased, dex bonus reduced
  • Enrage gives a flat +2% armor pen, if they reach 100% damage they will start doing bonus damage (though by that point your party has probably been wiped)

Bug Fixes

  • A proper fix for duplicate spam posts in client chat components
  • Shrine buffs should properly randomize each week and reset its progress
  • Mobile marketplace UI fixed for Safari users.
  • Fixed some augmenting bonus edge cases, such as items not getting the bonuses if they did not have it as a base stat initially
  • Links in chat clickable again
  • Server Time clock now correctly shows 24h format, depending on your locale/settings


  • Improvement to some mod tools / tracking
  • Client game data (item list, location list, other lists) exposed for script makers for ease of script creation
  • Other misc. script focused edits to UI
  • Removed some script generated tags on items that didn't need them
  • Renamed the Eye of the Storm and Maelstrom dungeon keys due to popular demand
  • Added extra information to Active Character Token

Huge thanks to the Community Contributors that have been helping us get this update and future updates developed!

  • Blue names go BRRRRRRR

Future Things

We will begin playtesting upcoming major features that will have a huge impact on the game's balance as well as playtest to iron out existing balance issues. Keep an eye out for this! This will be a closed and small scale playtest compared to the most recent TS Playtest, so restrictions may apply to those who wish to be involved.

Return of INFO

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Features & Changes

  • INFO is back!
  • Temporary commands for setting maximum and starting combat difficulties. New commands are /maxdifficulty [value] and /startdifficulty [value]
  • Adjustments to how combat zone UI works- added an 'Enter Combat' button and you need to click on the little info 'i' to popup the information tooltip, this fixes some mobile issues. Does not include some of the WIP features that were teased earlier with these UI changes.
  • Added two new set bonuses: Bestial Fury and Infernal Strength. Gargoyle items are part of the Infernal Strength set, and Bestial items part of the Bestial Fury set
  • Increased augmentation bonus received from Gargoyle items

Bug Fixes

  • Fixed (and probably introduced more) countless UI problems. Deleted a lot of deprecated styling, laying the groundwork for future UI improvements. This also probably results in there being new UI styling issues now, let us know if/when you find them!
  • Fixed smithing missing resource popup showing wrong amount
  • Fixed enchanted equipment always shows as enchantment strength 1 in Marketplace
  • Fixed wrong item tags on items and added new correct ones
  • Fixed an issue of players not receiving their 600 Platinum from Idlescape Plus subscription. Players who experienced this, has had their Platinum added to their account.

Next week

The focus of next week's update will still be mainly on bugs and tackling the 'larger' bugs we have. With the groundwork done for fixing UI performance and styling issues, expect to more UI improvements in the next update.

We are also working on a new interface for selecting a Combat area to fight in. Nick already gave some teasers for it in the Discord #dev-blog channel. We are currently working on the UI-side of it.

Easter Event and Balancing

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Easter Event - Ending Thursday, April 13th at 3PM UTC

Together with this update there will also be a small Easter Event. We have hidden 20 codes in various places They usually start with # in front of them, with a few exceptions. You will be rewarded with some Event Tokens for every valid code you enter. Happy hunting!


  • Removed Easter Event related stuff
  • Zero Edge actually having the two new abilities mentioned in the previous patch note
  • Potential fix for the duplicate spam posts for spam posts of rare items in chat
  • The ForceFullInventory setting will now send a popup to the offending player as well as name them in the group chat when it blocks an action/dungeon from starting
  • Stamina tooltip now shows your passive heal amount (was gonna be your HP, but the tooltip was not being nice so it goes there instead woo)
  • Added accuracy stat tooltip
  • Loadout tab in combat panel, this makes it accessible for mobile players
  • Mobile players have the currency options defaulted to on so they can actually see all their currency except platinum
  • Scrollcrafting defaults to the necklace option since the components for each scroll are very unoptimized and could make the page unusable for mobile players. If you deselect it and your page freezes, then I blame you instead of our code! :)


  • Fix prolonging being checked twice
  • Runecrafting (weaving) efficiency enchant check doesn't consume stacks
  • Crystal Mace has is more of a hybrid for melee/magic; now has 60 magic req because of new stats
  • Razorfin reworked to have neutral magic affinity and 2 unique abilities, "Ebb" and "Flow", 2 target moderately strong ice attacks
  • Elven King's Longbow has 0.9 magic affinity and 1.5 nature affinity
  • Shapeless Scythe's melee affinity upped to 1.2, magic affinity to 0.9
  • Ancient Trident's melee affinity upped to 0.9
  • Zedge now has neutral magic affinity and 2 new abilities: "Lightning Bolt" which is effectively a fast "Greater" tier magic spell, and "Lightspeed", a self-buff + lightning spell that applies the Acrobatics buff to yourself (33% chance that an attack is sped up by 33%)
  • Moss Maul melee aff from 1.1 to 1.3
  • Empowered Bestial Defender loses greater slash, replaced by bestial camouflage ability
  • Corrupted Lands monsters all have 0.75 lightning defensive affinity
  • Chaos monsters + swordfish have 0.9 lightning defensive affinity
  • Shrimp God has 0.66 lightning defensive affinity
  • VOG no longer has triple elite waves, they're double elite waves starting at diff 9
  • Chaos Giants / Abominations / Voidtouched resistance stat halved, protection stat slightly increased to make magic more capable against them
  • Shrimp God p1 and p2 resistance decreased


  • Merged a bunch of UI fixed and improvements from IceFreez3r!
  • New column in market history with price per item
  • Cost per stack on buy list
  • Sorting of the table works with all fields and ascending/descending buttons
  • Price per item to marketplace history
  • Commas to current lowest price on market value
  • May use affixes like k/m/b for price input fields
  • Some misc UI/CSS improvements from his extension
  • Some backend work/cleanup
  • Fixed some important internal edge case handling for inventories, specifically for deleting of items that are considered invalid
  • Currencies (gold/heat/essence) will always be shown as items in the vault so as to reduce confusion
  • Starting combat difficulty setting actually overrides the default 0 when it's processed

Important Note

Due to some older bugs some of your inventories have been slightly janked up, hence why some of you have consistently run into particular issues that others may not have we have added an option to show currencies (gold, heat, essences) as items in your inventory. This allows you to vault them to either fix too many stacks making your inventories broken or simply to vault them since that has been a requested feature for a while. We have also enabled the /fixInventory (or /fixinv) command which should resolve these too many stacks issues by restacking all the items in your inventory. This is a last ditch resort to fixing your inventory and functions by finding any items with multiple stacks and moving all instances of them into your vault/stockpile. It does not move them back to their original inventory.

Combat Balance + Tweaks

  • You now have a setting to set a starting difficulty; currently max starting difficulty is your highest elite clear in a zone / 2, rounded down. i.e. 10 / 2 = 5, 9 / 2 = 4, etc.
  • When combat difficulty increases your food inventories are refilled from the zone's respective loadout
  • Healing enchantment reworked; instead of decreasing time between passive heals it now boosts the passive heal tick and the amount of health gained from consumables
  • Flamethrower, Krakatoa, and Triple Shot have been changed since they were some of the initial abilities implemented and never had their arbitrarily assigned legacy values updated. Generally speaking, Flamethrower and Krakatoa have been nerfed and Triple Shot has been buffed
  • Hailstorm ability has been added, it is an ice flamethrower attack. It comes from ancient trident/ring/pendant
  • Added Ice Trident ability, it is a strong single target ice attack. It comes from the ancient trident
  • Regenerated a bunch of the AI art for the combat zones. They should look much nicer and much closer to what we originally had in mind!

As part of our work on balancing out the new combat mechanics we decided to look into two major issues:

  1. Getting to a sufficiently high difficulty takes a really long time
  2. Players aren't burning through enough food

To resolve this we've landed on making it so that food can refill and players can select their starting difficulty. This should increase the demand and usefulness of elite scrolls further since they will boost starting difficulty as well as the demand for decent food as players who are pushing difficulties can continue to resupply as the difficulty of the zone increases. This brought up another issue- that of the healing enchantment. Currently it is an incredibly strong non-consumable heal that you simply buy/make once and stick on equipment to have forever. In many cases these passive heals completely invalidate consumable healing.

Other areas we're addressing in this update are the broken legacy values assigned to a few abilities. We've brought them more in line with all the other abilities as well as added a couple new variants that use different affinities.

Bug Fixes

  • Fixed edge case that allowed for respawning in combat that explicitly blocks it, i.e. dungeons
  • Junk items now correctly have the junk tag
  • Fix some misc. edge case crashes
  • Fixed the droprates of chaos and corrupted fragments from elite enemies, they should be 10-100x more common to match the other fragments from elites
  • Disabled / Hid auto-vault and auto-tacklebox settings as they are not fully functional and can lead to problems

UI Improvements

  • Ability Tooltips now show more precise information and show how they will perform with your specific equipment + levels
  • Added filters to the ability selection UI because you can get a lot of abilities clogging that menu up with the right combo of gear
  • Combat Zones now have a tooltip that has their description, recommended level range, and recommended style

Miscellaneous Changes

  • Legacy Sorting is now the default option

More Fixes, More Balancing, Some QoL

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  • Adjusted the scaling of monster offensive stats from difficulty, it should scale roughly half as fast it does on 0.12.1 release
  • Fixed Group Chat by finding the annoying field that wasn't being set properly and setting it!
  • Fixes to the half-baked activity log overhaul, should now actually work as intended. May still be missing some cases where a filter should apply but the log doesn't know what the message type is so it never filters it.

Bug Fixes

  • Settings should now finally be fixed and persist properly. They should even work based on what you have set before this update hits live! This has been a frustrated little bug to finally track down.
  • Activity Log filter level setting has been replaced by the old system of having several individual logs that you can enable or disable. These are partially implemented and will require your help to note where a setting should apply but it doesn't.
  • Reduced server load in general
  • Fixed some potential augmenting transform edge cases
  • Increased the number of times the server will attempt to handle buffs/inventory changes from 2 times to 5. This may help with changes failing without any particular error on the game logic side.

Balance Changes

A lot of combat related balance changes are coming with this update:

  • Food cannot be added to any combat instance that is already running except on a respawn. This also fixes a few issues related to this + unnecessary messages that popup because of it.
  • Elite waves have had a frequency adjustment. All zones should now scale to roughly difficulty 15 with elites starting rarely at around difficulty 5 and becoming 1/3 to 1/2 of the waves seen by difficulty 15.
  • Combat Difficulty has been adjusted- see below.
  • Combat drops have been adjusted. Non-elite enemies will generally not drop a complete item, whereas elites will commonly drop the complete and shard versions of the item. Overall the drops of elites have been massively buffed across the board; math puts the drops as being worth the kph hit while pushing difficulty up until about difficulty 25.
  • Overgrown Map crafting requirement has been changed to be 6 map pieces + 3 scrolls.
  • Eye of the Storm key → Renamed to "Ancient Prism", cost reduced to 4 + 300 aquamarines
  • Maelstrom key → Renamed to "Captive Chaotic Prism", cost reduced to 4 + 300 aquamarines + 100 chaotic crystals
  • Wrath and War weapon buffed

Quality of Life

  • There is now a location selection panel when editing loadouts. You can just select which loadout it should relate to instead of the weird start action to toggle loc.

Combat Difficulty Adjustments

TL;DR = Difficulty is much less effective HP, some more accuracy and damage

  • Reduced monster HP scaling (new effective scaling is about half as strong as previously), new formula = base * ((1 + 0.1) ^ diff + 0.25 * diff)

  • Monster prot/res now scales at +1% per diff, which is basically nothing

  • Monster attack mastery now scales ~3x faster than other monster masteries (3.33% of monster attack additionally gets added as attack mastery)

  • Monster damage masteries (str/magic/range) now scale 2x faster than other monster masteries (2% of monster skills turn into masteries, i.e. at diff 5 a strength 100 enemy now has strength 100 + strength mastery 10)

  • Monster damage from gear (str/dex/int) now scales 2x faster than before (+20% per diff)

  • Monster agility now scales 1.5x faster than other monster defensives (better make acc scrolls!)

  • Each level of difficulty gives a 1% chance to double loot and a 0.1% chance to triple loot

  • Enrage timer is reduced by 7.5 seconds per difficulty, capped to 60 seconds as minimum enrage timer

Bug Fixes and Game Balancing

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  • Chaos Crest gets tongs enchantment override slot, down to 3 enchantment slots
  • Disabled some of the stat tracking as some other work in progress systems are causing it to lag the server a lot
  • Fixed an auto-eat issue when server is lagging
  • Minor UI fixes, rounding issues primarily
  • Several item image, description, and stats fixes
  • Mysterious bait now gives between 50 and 200 stats to make it useful
  • Whetstones now benefit from endless ammo enchantment
  • Ammo accuracy multiplier now works as intended
  • Offline progress sorts properly, like chests
  • Massively improved logging for errors related to transactions and buffs

Most of the fixes / additions made it into last week's update in the 0.11.9a-d versions, but here's the remaining set!

Bug Fixes / Improvements

  • Added auto-recovery logic to group handling which should resolve potential soft-locks caused by desync
  • Improved Group Chat's handling, should stop leaking into other channels by using the existing ActivityLog handling
  • Fixed issue that caused critical strike to not calculate into stats like other enchantments
  • Sort chest contents by item ID (legacy sorting)
  • Showing player currently registered email in the input box in settings
  • Password recovery process more streamlined + enhanced UI
  • Tool enhancements for mods
  • Centered the button in the loading wheel state when logging into the game
  • Backend improvements for finding faulty code
  • Fixed /help command not working
  • Fixed /discord command not working

Gameplay Changes

  • Obsidian gear can be recycled into obsidian glass at a 1:1 ratio
  • Adjusted/added high difficulty waves so that there are significantly more elite fights while pushing difficulty
  • Added and fixed some descriptions of items
  • Trimmed lots of the group log spam
  • Current Wave or Waves Left, Difficulty shown in the combat heart component instead of in logs
  • Combat Bar update- popup to confirm running away, moved the chicken button, added/updated combat stats tooltips
  • Buffed ranged ammo, added melee whetstones as an optional melee consumable ammo type
  • Slightly increased time to weave fibers (+500ms per tier)
  • UI properly reflects that RC effective level decreases time to RC/Weave
  • Efficiency now works for fiber weaving
  • Significantly decreases the augmenting costs for dungeon keys; they no longer use their relevant fragment in their aug costs
  • Ice Stones (aug mat) renamed to Frost Shards to avoid confusion with Ice Stone (junk)
  • Aqueous Chunks and Frost Shards now drop from Ice Giant + Elite Variant
  • Boars and Wolves now drop crystal scales rarely
  • Elven gear can now be recycled into crystal scales
  • Elven Armor has been renamed to Elven Heavy Armor
  • Elven Light Armor has been added, it is crafted w/ Elven Heavy Armor + Crystal Scales
  • Elven Hat has been renamed to Elven Hood
  • Elven Hat is now a new item, it is crafted w/ Elven Hood + Crystal Scales This is intended to give rangers a proper end-set of gear that affords bonuses to all their specific stats (agil, dex, affinities, etc.)
  • Added the second tier of Ranger's Grace (+40% agil) and Dextrous Shot (+30% dex)
  • Slightly decreased the base effect of Ranger's Grace (+30% agil -> +20%)
  • Conversion recipes between Aqueous Chunks and Frost Shards
  • Basically all endgame uniques have crafting recipes now; both the base item and their crafting material drops in combat so a portion of the unique items have to consume some gathered materials to become a usable piece of equipment, adding some more demand for high end gathering materials

New Landing page, Bug Fixes, Quality of Life and a bit of content

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Hey everyon! I guess this is our first official patch note, if we don't count the ones posted on Discord and/or Reddit, so yay! In the future all patch notes, news, announcements etc will be posted here too.

This update also included a new Landing page for Idlescape. All feedback on it is highly appreciated! Also feel free to give suggesttions on what to add in there etc.

Now to the actual patch notes:

Quality of Life, Improvements & Changes

  • Significantly increased droprates of post-refactor key fragments; elites have had their droprate for these items increased 2-10x+
  • Notifications as activity log setting
  • Added Hunter's Band (range dps)
  • Added Dwarven Hammer Necklace (blunt dps)
  • Added Ancient Token (mage ice legendary pendant)
  • Added Ancient Ring (mage ice dps)
  • Added Golem Ring (super hybrid ring)
  • Adjusted Defender jewelry
  • Buffed scaled circuit
  • Buffed ancient nature talisman
  • Chaos Crest has +1.5 smithing levels per aug instead of 0.5
  • Mantle of flame offensive damage fire affinity lowered from 1.5 to 1.35
  • Buffed Armory (Glass/Obsidian enemy) drop rates + uniques
  • Loot Goblin chances are shown in its enchantment descriptionAdded commas to lowest price on marketplace sell panel
  • Added purple glow to soulbound items
  • Added experience per action component to gathering resource components
  • Platinum shop is sorted by category and price instead of date added / internal ID
  • Added Lesser/Greater Jewelry Caches as common dungeon drops
  • Added "Dungeon Caches," these are essentially tradeable dungeon loot rolls that are NOT enhanced by treasure hunter at all. There is an 100% chance for 1 cache, and a 10% chance to get another in EVERY dungeon.
  • Basically doubled the amount of trash you can get from dungeons + enhanced min rolls so not as much bad RNG (NOT IN CACHES)
  • Phroglin Pheromones
  • Game/General shop supports pre-enchanted gear

Bug Fixes

  • Tons of crash handling focused on buffs
  • Dungeons will not start unless the keys are consumed properly; keys will not be consumed unless the dungeon starts correctly
  • Critical damage mults are sum, not avg; fixed rounding on critical strike
  • A bunch of misc UI cleanup / fixes
  • Fixed enrage not going past 1
  • Fixed tiny fishtail and razorfin

Some cooking changes are brewing!

0.11.9a - The After Update

  • Improvements to how critical stats are calculated, support for it as a potential buff
  • Fixed Dwarven Hammer Necklace slot from ring -> necklace
  • Unequip equipment in wrong slots
  • Improved scroll/key tooltip to clarify things like difficulty or TH bonuses
  • Reimplemented group chat, it's kinda weird w/ how group logging works now so need feedback here
  • Slot Tooltip name of "Arrows" changed to "Quiver / Pendant" in Item Tooltips only
  • Sealed Scrolls have new dungeons in them
  • Overhaul of Loot Goblin's drops; consistently fighting them at high diff + th will generally give really good stuff
  • Properly sync actions between party leader and party members on action end
  • Added more cases where actions sync to client, should help with visual issues where a player appears to be "stuck," i.e. visually stuck in dangerous gathering combat but still getting gathering items/xp

0.11.9b - Update 2, Electric Boogaloo

  • Castle Door announces to chat as intended
  • Elder Ruins now properly drop Elder Cache
  • Combat Buff stacks will now ONLY consume 1 stack per action, i.e. if an enchant boosts 2 stats it will only be used once instead of twice
  • Fixed some combat crashes
  • Loot Goblin can drop bird's nests

0.11.9c - Update 3

  • Improved some descriptions for various things
  • Fixed farming manually harvesting deleting the plant instead
  • Fixed Elder Cache ID issue
  • Added password recovery to our new landing page
  • Fixed some miscellaneous edge-case crashes

0.11.9d - Update 4

  • Minor adjustments to some mob rotations
  • Fixed max damage in ability tooltip sometimes not appearing
  • Cleaned up some combat targeting logic, may resolve some edge cases
  • Significantly reduced odds for chests + greater variants from loot goblins since there's lots of junk/gold items in the tables now
  • equipment linking fixed + button back
  • Removing zones from loadouts save to DB properly, toggling loc no longer resets loadout UI (Recommended to redo any existing loadouts that have a defined location!)
  • A lot of mod tool fixes. Watch out, ne'er-do-wells!
  • Adjusted our inventory recovery logic to include some error cases that did not attempt to recover; should fix some desync issues caused by longterm uptime
  • Dangerous Gathering has been reworked: Instead of actual combat there is a stat check for fake combat that adds a simulated delay to the gathering actions; if you have decent combat stats and stats in that gathering skill you will have a short delay + receive the combat loot as if you had killed the monster there. If you don't then you will have a longer delay and may not receive the bonus loot.

The delay counts towards shards, so dangerous zones now generate as many shards as non-dangerous zones.

You will not receive combat XP from the simulated combat.

Bug Fixes + QoL

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  • Enable Tab History as an option (defaults to off)
  • Fix some more group handling issues
  • Fixed infinite mob waves, if a wave breaks it will only require 1 kill to complete
  • Can only post up to 5 links in a single message
  • Rewrote how food and ability cooldowns are handled internally, this should resolve problematic rotations and food cooldowns
  • Probably fixed group flashbang issues
  • Can soulbound up to +2
  • GK new drops
  • Mantle of Flame uses Phoenix's Feather for augging
  • Elder Ruins new drops
  • Skill books worth 500k gold, 25k heat
  • Elite scrolls can drop abilities rarely
  • Updated some of the helper functions that were causing issues due to some optimizations measures (fixes a few inventory issues, esp. in augmenting)
  • Implemented username change token, WIP start on bonds
  • temporary fix for safari in marketplace (until that UI component can be entirely rewritten)
  • More TH from dungeon/scroll difficulty
  • Fixed another instance of the utility breaking things, should fix inconsistent moving of items in inventory (i.e. trying to move 2+ items but only moving 1 of them, or similar)
  • Added another layer of auto-recovery for inventories janking up; it basically does a partial session refresh ONLY for your inventories to force resolve desync, if possible
  • Re-enabling player group combat bars (shows ability use + timers)

Bug Fixes and Quality of Life changes

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  • Combat respects blocked respawns (primarily for dungeons)
  • Accepting a group invite will remove you from your current group
  • Replaced item affinity arrow tooltip -> i.e. +30%, -4%, etc.
  • Assign Loc -> Toggle Loc + fixed zone ID instead of zone name
  • Gave The Advisor some guaranteed drops
  • Range bodies and trousers now match the dex aug bonus, but still have no base dex stats
  • A handful of misc. crash fixes/handling
  • new augmenting chance formula on frontend
  • Combat Queued Action persists, should fix getting stuck in dangerous encounters
  • Can filter out "Enemy respawn!" Message, option to hide personal IS+ icon
  • Improved augment queue item selection logic, added 'Save Last Item' option
  • Archaeology procs are sent to lootlog
  • More work done on archaeology, expanded arch drop tables
  • Improved Arch description: 'Gives access to a secondary drop table while gathering with rewards and chances heavily scaling on enchantment strength. The best finds are only found in the hardest to reach zones!'
  • Improved some misc. descriptions and grammar errors
  • No more doubling up mod icons! @Zady
  • No more doubling up IS+ icons
  • All IS+ members get +600 plat
  • Present no longer blinking