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June 13, 2023

Beta 0.12.11

Patch Note

Small Update 2, Electric Boogaloo

update main image

Changes

Thanks, Dael!

  • Added Min/Max Hit Multiplier to weapons that have them (some 2h weapons)
  • Improved loadout handling, especially in combat

Known Issues / What's Going On

We initially posted this in the dev-blog channel on discord, but here it is in case you missed it: Hello everyone! This is a quick pre-update blogpost to give y'all some insight into what's happening.

First off: We're aware that there are desync issues that uncommonly occur regarding items in various inventories or the action queue. Generally if the desync begins, it continues to break things until it is fixed. There are 5 main steps you should take to resolve these when it occurs-

  1. Run the command /fixinv this transfers duplicate stacks of items to restack them. Generally this means moving ghost items from your stockpile to your vault.
  2. Refresh (or full refresh, Ctrl+f5 in PC v just f5) your page. If the item is only visually there or is just bugged in UI this will resolve it.
  3. /refresh will completely refresh your backend session and rebuild it. This catches and resolves desyncs between memory and the database.
  4. /clearqueue force clears your current action and kicks you out from it. This will force cancel any keys/scrolls you're doing and clearing your queue while doing a key/scroll is non refundable.
  5. Completely reset your group. This should generally be done anytime you attempt any of the above. To do this simply leave your current group and start any action to recreate it.

There are a few bugs that we need reliable reproduction steps for:

  1. Doing one action and then randomly swapping to another one
  2. Getting a merc while in a few group, or getting too many mercs

The big content update that I mentioned earlier (non-combat content and balance pass) is still underway as well as the UI overhauls that Boohi showed a little of above this post.

What we're working on right now is getting our test server spinned up to specifically look into desync issues that so far have simply refused to be reproducible. We have a few ideas about what could be causing it as well as changes we can make to improve the robustness of the server in general which will reduce the more apparently random issues. If these general improvements don't prove to fix the issue entirely we've got some more technical changes that are currently being planned that ought to fix it, but these are very in-depth and complex changes that I can't readily put a timetable on yet.