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Duo Ironman Season

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New Season - Duo Ironman

Duo Ironman is the launch of the new "Persistent Party" system; this allows players to have what is essentially a permanent group with a shared inventory.

This was a bit of a technical challenge and required retooling a few of our base systems, but it should now be ready to be played!

Also, a big thank you to everyone who participated in the dev/test server and gave us feedback! It is hugely appreciated!

Season Ends August 1st

What is it, though?

You can create a "Persistent Party" with up to 2 players; you will have access to a new "Party Inventory." This is a second vault that both players have access to. There are also special Party leaderboards that give your combined levels / experience in the hiscores.

After creating your duo, you cannot edit it! That said, you can create up to 2 different Duo Ironman characters, so you can either run your entirely solo Duo Ironman team, or participate in two different teams!

What about the Group Ironman mode that's been locked?

This mode is intended to be fully launched once 1.0 eventually hits. Until then, the Duo Ironman mode will be the main testing grounds for the tech to iron out any potential issues and fix the glaring UI issues (Nick UI go BRRRR).

I heard there was Trading in the test server?

The base system for Trading is functional, but it will be disabled in all current game modes / leagues. The UI is very rough, and, while functional, it's just not in a state we want to launch it in. There will probably be more testing done + a UI rework on it before it goes live.

But what else can this do?

The persistent party framework can be used for guilds/clans/castles. Those are just big persistent parties.

Other Stuff

Bug Fixes

  • Fixed /drinkpotions condensing buff strengths incorrectly when using multiple rarities of potions at once
  • Updated Hurricane Hunter and Shrimp God Slayer achievement images
  • Fixed Parry casting beneficial attacks on enemies sometimes; now Parry will always use your auto-attack. Since this is technically a nerf, I've increased the damage reduction on a successful parry from 75% to 90%. This makes it a bit better defensively.

Future Stuff

Combat 3.0 Testing will start on the dev server next week or the week after that, whenever the first iteration is playable