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Spooky Season

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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

nick still sick

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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)

On the Horizon

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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!

Technical Technicalities and Balancing Balancers

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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

Fixes, QoL, UI, Woah

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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

User Interface Fun

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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

Combat Hiscores and More

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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.

Early Game Progression Overhauls

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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

Pre-Launch Season and Even More Talents

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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

More Talents, More Balance!

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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

Improvements and Fixes

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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.

Steam When?! Raids?!

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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.

Background Work

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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!

Action Queueueueueueueue

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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!

Work, Work, Work

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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!

Season 2 Ironman

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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

The main gamemodes will now be moved over to the new augmenting system! You can read more on the previous patchnote: https://www.idlescape.com/news/beta-0-20-0

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!

Madness Tweaks + Fixes

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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!

Iconic Icons and Buggy Bugs

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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

  • Added a new lorebook
  • Wiki link got updated! https://wiki.idlescape.com/

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

Affixing Alterations

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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

Weekly Madness

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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

Season 2 and More

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Hotfix notes are at the very bottom!

Steam Store Page

Our store page on Steam is live!

Please wishlist it, it lets Steam know that ther is interest in the game and helps drive traffic our way! There will be playtests in the future for the Steam client. https://store.steampowered.com/app/2692420/Idlescape/

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!

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!

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

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

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!!

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

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

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

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!

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

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

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

0.20.0l

  • Entirely a backend update
  • Fixed the persistent crash from the last few days. WOOHOO

Putting Out Fires

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This is a quick patchnote since I'm pushing this update while the server was on fire and rebooting-

  • Improved tooltips stickiness, hopefully fixing it
  • Added aug xp to bk gloves
  • fix enchant aff when equip aff are 0
  • reviewed some global announcement drops
  • added durian seed
  • added researchers and adventurers boon to plat shop buffs
  • increased z-index of equipment by 3x, giving us more granular control, hopefully nothing got broken but if it did it's purely cosmetic so pls report it!
  • tab 0 -> default tab

Lich!

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0.19.11a

  • Allow joining/leaving channels with space in the name
  • Max button in item dialog
  • Tooltip delay implemented to reduce flicker
  • Outline to cooking slider
  • Switching zone behavior fixed
  • Fix selecting wrong dungeon key
  • Stop dungeon if the loadout fails, ignore combat check if loadout for dungeons

The Season 2 Playtest is still public and underway, if you haven't checked it out yet feel free to give the new content a shot before it goes live! This remains the focus of our development time until it launches.

Changes

  • Added assets for the Dark Magic caster enemies
  • Added assets for the Necromancer set
  • Added a new cosmetic Lich set
  • Filter Heat when clicked in inventory
  • Allow drinking non-healing potions in combat
  • Fix refresh in market sell page
  • Fix aug scaling for non SB
  • Enable re-queueing a dungeon key, ignoring augmentation levels. You can finally run those dozens of keys!

tiny lil update

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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!

There will be a significantly larger post coming soon (within a week) along with a playtest for the upcoming content!

Fixes + Season Launch Checklist

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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

Mostly Fixes

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Fixes

  • Fixed superheating costs and UI droprates now reflect the effects
  • Fix inventories being sorted when they shouldn't be
  • Same items will now stack in chest/loot popups
  • Fix catchup 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 catchup, should now just cancel catchup if it gets stuck
  • Fixed catchup softlock situation if the action goes idle, i.e. out of resources

What have we been up to?

This last week we've been focusing on making lots of recipes a lot more sane in the new systems as well as allow much more granular control of resources used. For example, we're removing a few redundant resources and adding conversion recipes, such as the heavy variant resources in ranged crafting, or adding partial resources like breaking down gems or bars into fractional items that would be used in recipes instead. This way we can use something like 25% of a single gem instead of requiring a full gem for every attempt.

Other areas of progress are Talents! We've been working on designing some unique and powerful talents for y'all to use. Currently there are 60 planned talents so far with 37 of them implemented and in testing.

Here's a bunch of the talent names, you might be able to tell what they do from the names alone:

  • 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

Technical Stuff and Bug Fixes

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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 misc. 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 exp
  • Overheal and other combat buffs moved to EnchantmentProcs chat filter
  • Added some 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
  • Update even more really old legacy components to 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, should significantly cut down on memory related interactions. Should also significantly decrease client information spam, potentially increasing performance whilst decreasing network usage.
  • Made some changes to logging when it wasn't giving us 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.

Background Work

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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. In this system there is NO chance to fail, there is 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. For example, 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!), and some more fun stuff! 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!

Blue > Gold?

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Progress Update

Next major update progress is coming along nicely; however, everytime a major feature gets completed it becomes obvious that another major feature that works well with that one should probably also get fully implemented so that things don't feel half-baked. This has happened 4 times now! This latest feature creep is going forward with the enchanting rework we've been discussing for nearly a month at this point since there is a fair amount of overlap with it and affixes that smooth out the experience and relieve a lot of pain points in gameplay. Expect some dev-blog teasers when we get around to working on the UI!

Bug Fixes

  • Added some behavior to unstuck players when groups break
  • Friendly abilities always hit, as intended
  • Fix some misc. crafting related issues
  • Don't consume deep fry stacks while prepping
  • Fixed regal might and nature's sanctuary calculations applying to the wrong stats

UI Changes

  • The controversial gold UI for xp has been swapped back to blue.
  • Improved some general shop components; now supports 'enter' to confirm
  • Added information about special scaling costs for augmenting when relevant
  • Fixed hiscores on mobile
  • More topbar changes and improvements
  • Improved vacation token description to note that is a one-time effect consumable

Balance Changes

  • Gave NGIM a bunch more misc. gathering resources from drops
  • Talismans increase rune output by 1

Technical Stuff

  • Began some of the migration for combat stats handling, this is primarily an optimization and technical step
  • Added incremental loot logging, this is an optimization
  • Easter Eggs

Soon^Soon^tm

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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 upgrades the stack if it is being refreshed by an enhanced version of that event, instead of stacking a separate event
  • Loot Goblin has been overhauled to be more consistent with intent; description now gives the average number of Loot Goblins expected to be encountered 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, gives 1 pot per stack (from 6), adjusted everything else by x5~6
  • Blitzing scales with levels
  • Prevent adding ammo that doesn't meet requirements
  • Action Queue only moves off of combat if at wave end and not in an elite scroll / dungeon
  • Fix some global buff application bugs
  • Tentative fix for some more 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 lootlogging
  • Tweaked lootlog displays for chests
  • Distributed a bunch of ability icons to ones that didn't have a unique icon
  • More compact header
  • Allow viewing zone info in combat
  • Made equipment DPS display a little smarter + includes DoTs
  • Chat scroll only on unread mention
  • Disabled pressing escape clearing chat
  • Reset UI button now beside the clock
  • Send all relevant level up announcements instead of just one

Feature Creep^tm

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Feature Creep?

There's some interesting background stuff being worked on! It's not necessarily delaying any of the mentioned work from last week (quests/achievements/talents/affixes) but it's definitely going to need some playtesting. On the topic of playtesting, soon^tm?

Bug Fixes

  • Custom name is shown on market listings
  • Fix threatprofile setting dropdown rendering spam
  • Proportional scholar experience on efficiency proc
  • Improved glove rendering
  • Fixed superheat/cool
  • Fix some loadout food loading issues
  • Misc smithing UI component improvements
  • Added default enchants to new buy orders
  • Correct buff strentgth in combat inventory
  • Fixed some whisper bugs
  • A lot of backend fixes/improvements to support upcoming content

Balance Changes

  • Increased HP from food
  • Blood Magic now drains the caster's HP on cast
  • Improved many mob's ability rotations to increase synergy with their stats
  • Infernal Strength missing health damage bonus has been shifted; it now begins at below 50% hp and gives 2% more damage per missing hp, i.e. at 25% hp you deal 50% more damage, at 10% hp you deal 80% more damage, etc.
  • 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 so that the majority of buffs are viable to make

Quality slider replaced with a potion tier selection slider

Craft multiple potions instead of increasing quality to reduce inventory clutter

Reduced to one line of potions

Reduce buff ingredient drops

  • Cooking

Increased the number of prepared ingredients used

Lower tier food (with less ingredient types) have more quality per slider thus more buff stacks

Slowed down by half, doubled experience to maintain experience rate

  • Preparation

Faster blitzing

No more chance, replaced by level restrictions

Discontinue ladle and greater ladle

  • NGIM Gathering Crates from Dungeon completions; every dungeon now has a chance to drop up to its tier in gathering crates: Small (up to level 20ish materials), Normal (up to level 40ish materials), and Large (40+ materials). These are the unrefined basic gathering materials and they drop in relatively low quantities

Misc

  • Added scroll to chat tab when mentioned
  • Some fun new mod tools :)
  • Added an option to reset legacy named items
  • Added popup for claiming an account on refresh

February 28, 2024! Leap day tomorrow!

Let Cooks Cook

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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, this should make monster damage much 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 for scripts
  • Exposed cookingList
  • Added Threat Profile settings, if you want to use your custom threat slider settings there's a new checkbox to use that instead of the profile
  • Added a background to the cooking info to increase legibility
  • SessionStats page now uses proper item components with tooltips and borders woah

Bug Fixes

  • Buff application with caps adjusted
  • Fixed gathering dungeons not getting bonus from sets correctly
  • Show correct buff consumed strength in consume dialogue
  • Fix 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
  • Fix a chat UI disconnect issue
  • ChatIcons scale with font-size properly
  • Fixed some ability buff application logic

Upcoming

A lot more Quests and Achievements work has been done, there are several completed progression questlines (augmenting tomes and crafting passive effect replacing the enchant), with some new ways to get rewards from quests also implemented (unlocking crafting recipes, unlocking talents). Quests, Achievements, Talents, and Affixes will probably come together in the next major update once we've parsed all the feedback we've received on affixes and hooked up the rest of the game to the new systems and tested them. Expect playtesting to recommence soon^tm!

Balancing the Bugs

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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 stuff
  • Fix alchemy potion tooltip location
  • Shrimp can be prepared to get baubles
  • Fix 'Respawning...' stuck in CombatInfoBar
  • Made chat stick to the bottom
  • Don't eat combat food from stockpile
  • Fix activity log not using the intended space
  • Fixed runecrafting amount formula
  • Placeholder combat asset for royal elven hat
  • Fix some 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 comps are ~4x rarer to drop
  • Improved difficulty scaling of Enchanted Armory, now scales up to diff 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 a lot
  • 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 synergizes with Pendant of Virulence, the lower your HP the greater the damage your auto resolved DOT does
  • Royal Reverence has had its agility bonus halved; dodge to get acrobatics has been buffed massively and now scales to remaining HP. This set bonus is now primarily focused on DPS and not 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^tm!
  • 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

Post-Season Huge Update

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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 a bit 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
  • Fix 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

Some bug fixes and oversight fixes:

  • Cooking pot fixes
  • Smithing UI crash fixed
  • ID Crystal asset
  • Prismatic aug bonuses looked at again and generally buffed
  • Fixed some items that incorrectly used the Void Anchor assets
This isn't an exhaustive list because so much changed and I honestly lost track, but all the major changes are listed (I hope)!

Combat

Several combat formulas and systems have been reworked:

  • Passive heal removed entirely, all passive heal boosts now effect healing from food / other sources
  • New player HP formula: massively increased base player HP pool and more impact from stamina
  • Changed accuracy formula, effectively reducing overall accuracy of everything and increasing the effectiveness of agility
  • Some dungeons have a new 'reinforcement' system during boss fights; the boss may summon very weak monsters to taunt and draw aggro.

Abilities

  • Most lower tier magic abilities no longer require any runes to cast
  • Gave legendary weapons and some epics unique auto-attacks with greatly enhanced stats as well as several new weapon specific abilities to synergize with otherwise unused stats. Most epic / legendary weapons have have their secondary/tertiary stats buffed as well.
  • Added more monster group de/buff abilities that are primarily distributed to elites or role specific enemy types
  • Blood Offering - Learned from ability book, Deal a decent amount of typeless damage at the cost of reducing your defenses momentarily
  • Blood Sacrifice - Learned from ability book, Deal a lot of typeless damage at the cost of massively reducing your defenses momentarily
  • Lesser/Greater Miasma - necromancer poison AOE DOT
  • Decaying Grasp - necromancer poison single target DOT
  • Lingering Flame - fire orb flame AOE DOT
  • Gaia Strike - blunt + nature moss maul single target
  • Earthquake - blunt + nature moss maul AOE
  • Chaotic Slash - enhanced auto for scythe
  • Riptide - enhanced auto for trident
  • Necromancer's Touch - enhanced auto for necromancy set
  • Shrimp Crack - enhanced auto for shrimp whip
  • Shrimp Bolt - enhanced auto for shrimp scepter
  • Nature's Nocking - enhanced auto for elven king's longbow
  • Infernal Puncture - enhanced auto for infernal lance
  • Flaming Fist - enhanced auto for khaast

Items

  • Added "Infernal" set for Melee. It's a T7 epic set that is the upgrade to Gargoyle. It is crafted from materials found in the new Dark Vault dungeon.
  • Added "Royal Elven" set for Range. It's a T7 epic set that is the upgrade to the standard Elven set. It is crafted from materials found in the existing Elder Ruins dungeon.
  • Added "Symphony of Souls" the empowered variant of the Chorus of Souls. It is created by augmenting the Chorus with a guaranteed transform at a certain aug level.
  • Added "Reinforced Cape" a low level craftable cape option, it is taking the old Decayed Cloak's basic defensive stats.
  • Decayed Cloak now possesses +20% offensive poison affinity and +50% defensive poison affinity
  • Moss Maul has received a nature stat buff and a couple new nature themed abilities.
  • Infernal Lance is now classified as a Legendary rarity item
  • Zero Edge got improved abilities
  • Gargoyle Armor CAN transform into Infernal

Locations

  • The Dark Vault has been added as a new dungeon. The materials to craft the key drop in the Enchanted Armory. It is a level 75+ dungeon that contains two new monsters; the boss and its reinforcement summons.
  • Maelstrom boss now has the reinforcement summon mechanic.
  • Another pass of monster abilities and stats to make them align more with the strengths and weaknesses of their location, specifically for abilities used.

Set Bonuses

  • Protective Plates nerfed: Old = 10% prot and stam per level; New = 7.5% prot per level
  • Ranger's Grace nerfed: Old = 20% agility per level; New = 10% agility per level
  • Dextrous Shot reworked: Old = 15% dex per level; New = 5% chance to preserve range ammo and 2.5% dex per level
  • Wizard's Wisdom reworked: same as dextrous shot, but for magic/int
  • Elder's Elegance reworked: Old = 30-45% int/dex/agil; New = 5-10% nature affs, 15-30% magic/range accuracy, 15-30% agil
  • Valley's Vigor reworked: Old = 15% more stamina; New = 15% more stamina AND 5% ice/nature/fire def aff, now has a 50% chance for consumed food to heal 25% more with 25% more stacks
  • Nigh-Invincibility reworked: Old = 25% stam/res/prot; New = 10% stam/res/prot, Enhances Parry to block 100% of damage parried instead of only 75%, Generates 25% more passive threat, Increase self-buff abilities by 2 strength, Increase team-buff abilities by 1 strength, Increase enemy debuff stacks by 25%
  • Bestial Fury reworked: Old = 25-50% agil, 10-20% str, 5-10% dex; New = 10-20% agil, 10-20% chance to decrease attack delay by 25%
  • Infernal Strength reworked; renamed to Gargoyle's Gift: Old = 7.5 more str per level, now gives 3% and 2% melee aff per level
  • Nature's Blessing reworked: Old = +20% int, +10% prot/res; New = Increase strength of de/buffs by 2, Increase healing given by 300%, Increase nature affinities by +25%, Gives a 25% on friendly buff to also give 3 stacks of Healing 1
  • Living Death reworked: Old = 30-60% int, 15-30% res; New = Increase enemy de/buff strength by 2-4, Increase damage dealt by DOTs by 150-300%, Increase speed of DOTs by 25-50%, Increase poison affinities by 33-66%
  • (NEW) Royal Reverence from Royal Elven gear: +20-30% agility, 2-3% chance on dodge to gain acrobatics buff (faster attacks)
  • (NEW) Infernal Strength from Infernal gear: +10% str, increase damage dealt by 1% for every missing % of HP, increase fire affinities by 10%

Enchants

  • Convergence, Force enchantment but for int
  • Finesse, Force enchantment but for dex
  • Demon Skin has been buffed; it can either reduce damage by 9 or by 2% per strength, whichever reduces damage taken more

Skilling

Cooking

Cooking has been reworked! There are now stages to cooking to spread out the skill and hopefully make it more intuitive and less jumbled.

  • Preparation: Prepare ingredients into their basic components. You simply process the various ingredient items into a much smaller and easier to work with set of components.
  • Cooking: Select a recipe, strength, and optional buff ingredient.
  • Alchemy: Select the target buff and strength to make the lowest tier version of a potion. Re-process the potion to upgrade its tier/rarity.

Items

  • Smithing, Runecrafting, and Cooking now have full item sets made from shards and materials from the skilling dungeons
  • Prismatic Jewelry now give effective skilling levels per aug. GatheRING!

Enchantments

  • Crucible, increases smithing input and output by 1%; increases heat cost by 1.5% instead of 1%
  • Forge Enhancement, increases the positive attributes of a forge by 1%
  • Forge Maintenance, decreases the negative attributes of a forge by 1%
  • Fibrous Fabrication, 2% chance per strength to not consume fiber while weaving
  • Leftovers, gives chance to find special ingredients while cooking
  • Blitzing, prepare more in cooking at once

Augmenting

  • Experience Gained is now based on item tier, not item enchantment slots.
  • We are NOT changing the augmenting formula right now, this will come at a later date with other augmenting related changes.

Other Stuff

  • TONS of UI improvements from Silent and Ice
  • Rewards for the first Season - you will receive tokens based on your total level and mastery levels achieved. If you got into the top 20 of ANY hiscore board you will receive bonus tokens with a huge bonus if you are in the top 3.
  • The Event Shop has received new stock! A few platinum tokens as well as a handful of new buffs
  • Affixes are NOT coming until they are in a form we think will actually be fun without being massively OP. There is a feedback form you can send your thoughts in to us ingame!

More UI Stuff + Next Update Progress

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

Fixes

  • Fix some rounding errors in smithing information component
  • Show available create/activate character button properly
  • Browser back button while in-game should bring you back to character select screen

Tweaks

  • More precise attack speed threat in UI

Technical Stuff

We (mostly Ice) have done another pass of the codebase, focused on UI, to clean it up and get the changed code up to standard. This has resulted in about 2,100 changed lines of code, so it's inevitable that something has snuck past our testing. The changes should make it easier to find and fix any new issues as well as give us a better ability to change the code in the future when we add/fix/tweak things.

There were issues with the technical stuff above, so it's actually delayed for now.

Next Update

Work on the next major update has been in testing for the past week and some; the current iteration is mostly feature complete and now just needs balancing.

just a lil update

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Tweaks

  • technical improvements for throwing snowballs
  • Added a delay for fetching hiscore icons, should improve their accuracy on restart
  • Flavor message settings reimplemented
  • Two handed cosmetics override offhand
  • "Send Notifications as Activity Logs" clarified to "Send Notifications as Activity Logs instead"
  • Combat Dummy changes name to /throw target
  • improvement to inventory UI components
  • marketplace history shows tax free income
  • can toggle loadout location category
  • added enchantment proc log for refining

Fixes

  • Firefox animation fixes
  • fixed loading wheel being too wide
  • great imbued wand rune cost fixed
  • fixed issues with verification emails

Bug Squashing + UI!!!

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Silent and Ice have been very busy working on squashing bugs and implementing some fun new UI features for y'all this past week!

Bug Fixes:

  • Don't bring merc to different zone with user queue
  • Send better error notification for starting an action when not the leader
  • Fixed email verification and updated some standards
  • Status Bar improvements, such as 'Respawning...' being stuck
  • Fix some transform message jank
  • Fix some login page issues
  • Fix some chat channel commands
  • Fixed some marketplace channel issues
  • Fixed some broken item images
  • Show fishing stats even without bait

User Interface Additions:

  • Chat Size setting reimplemented
  • Clear chat input button
  • Open market listing in dialogue
  • Buy order chat links
  • Show Queue status in Status Bar
  • Open event shop from event token dialogue
  • Made character creation clearer
  • Market history filters + more detailed history
  • Added batch move for items between vault, history, and tabs (woo!)
  • Add up location count on combine

Misc:

  • Snowballs limited to 10 per channel per minute

Merry Christmas!

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Merry Christmas and Happy Holidays!

0.18.1b

  • Fix client crash related to not having any platinum purchases
  • Added 'Wise Hat' cosmetics for 2000 plat
  • Added 'Court Jester' icon for 600 plat
  • Fixed linked skill level showing an additional 0
  • Fix reset lootlog timer
  • Added a 10 second cooldown to throwing snowballs
  • Reduced snow generation. The snow storm will finish passing through soon!

0.18.1a

  • Fix fishing without bait causing the entire client to brick. AAAAA

Just a few things for this week:

  • Fixed max-roll affix star not displaying properly
  • Gathering Resource component rewritten to new standards
  • Can now ctrl+click to share patch notes
  • Destructive Testing scales to amount of production consumed
  • Disenchanting gives essence * stack size
  • Major cleanup of UI technical related components, ty Ice!
  • Added chance to find snow in almost every skilling action, scaling with XP gained
  • Some improved mod tools
  • Added Phroglins. Tell us when you find them!

What's next?

We're currently in the design phase for the next content/balance pass that I mentioned previously (combat, primarily). So far we've landed on a decent chunk of new items to add as well as taking a look at old content to see where we can have them use the new systems so that instead of simply number getting bigger unique items may have more unique effects. Other reworks are being worked on as well, such as the elusive cooking rework that will tie into the new combat changes to make the skill more intuitive to interact with and a more valid way to interact with the overall economy.

Skilling Affixes and More

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0.18.0c

  • Actually fix the broken slider
  • Some more porting of old UI components to new standards
  • Fixed some combat splash UI bugs

0.18.0b

  • Fix password recovery link in change password popup
  • Fixed fishing bonus being able to go negative and breaking things
  • Production haste actually hooked up to production skills
  • hooked up rewritten archaeology properly
  • Fixed critical aug allowing some items to go above their intended maximums
  • Various augmenting UI fixes and tweaks
  • Fixed some laggy sliders
  • Fixed some default search inputs
  • Farming generates essence properly
  • Fix some mastery xp related hiscore shenanigans
  • Chance to save item but degrade affix issues fixed
  • Fix some issues related to fishing instant search

0.18.0a

  • Fix gathering not targeting the inventory to draw nature runes from
  • Fix UI haste application
  • Fix crafting input max
  • Apply crafting enchant, larger crafting item number for readability
  • Update status bar wave and difficulty in UI properly
  • Crafting multiplier length mismatch fix (prime dust)
  • Fix dwarven engineering always proccing
  • Show only one exp in affixing
  • Fix marketplace buy offer UI crash

Skilling Affixes

Gathering and production affixes arrived on season 1 and season 1 Ironman! There are about 70 new affixes to play around with from simple stat boosts to adding (or re-adding) fun new mechanics.

  • The experience gained from affixing now scales with the dust that is used.
  • Items in the affix tab are now split by rarity. This should make it a lot clearer, which item requires which dust type.
  • Fixed affix selection sometimes jumping up or down when de-/selecting affixes.
  • Added a new recipe to craft prime runic dust.
    • Should decrease mithril bar usage a bit.

Balance

  • Combat has seen a general rebalance. Most monsters are weaker to their zones intended style but are stronger against off-styles.
  • Gear has had its general off-style affinities malus floor moved up from 0.1 to 0.75, making most weapons FAR better at off-style ability casting
    • E.g. a bow could previously have a -90% melee affinity. Now it will be only -25%.
      • So you can punch with your bow now. Still not very good, but it's possible.
  • Golem Ring no longer has an overly complicated enchant. Now it simply brings your negative affinities closer to neutral by 10%
  • Defense XP formula has been redone. You now gain XP from attacking things, more from things that can defend themselves well, and gain a little more XP from defending yourself. You should expect the XP/hour to be more in-line with other combat skills.
  • Inferno, which is now available through affixes for more skills, no longer has a scaling cap. It now caps at 5 consecutive proccs independent of the strength.
  • Legendary tools can no longer be augmented past +1 when not soulbound. You can soulbind them at any level and they wont lose any existing augmentation levels.
    • They cannot be unsoulbounded. Forever together <3
  • The rarity of multiple items was changed and should be more consistent now.
  • The maximum augment of dungeons was doubled from +10 to +20.
    • Have fun getting rekt.

UI

  • The previously introduced advanced combat item log completely replaced the old item log for all skills. The setting to enable the advanced log was removed.
  • Rewrote Social UI. Should be a lot more responsive, especially on mobile.
  • Shared equipment now displays enchantments/augments/soulbound status/...
  • Searching for an enchantment when creating a buy offer now only shows enchantments that have a word that starts with the query, not every enchantment that has the query anywhere in it's name.
  • Changing the size of chat or inventory with the drag handles is now stored per device across updates and refreshes.
  • Better visibility for the selected chat icon. You no longer need to guess if you already selected an icon or not.
  • Active high performance mode disables a lot more animations. Activate it in the settings if you're experiencing performance issues.
  • Fixed crafting and augmenting UI sometimes having problems when you need base equipment items for a recipe, but also have non-base versions in your inventory. They now reliably find the correct base items.
  • Various UI tweaks across the entire frontend. Both to improve user experience and future development.

Augmenting

The augmenting UI was completely rewritten. It should be a lot more intuitive to understand.

  • Items no longer have the "Move to Augmentation" button. Instead all augmentable items from your inventory are shown in the augmenting tab.
  • You can either click on them to select the quantity to move or drag the entire stack into the queue.
    • On mobile hold the item for half a second to start dragging.
    • Shift+Click also works to move exactly one item.
  • Race mode works now. For real this time.
  • Preview augmentation cost and other stats by hovering an item in the queue.
  • Failed augmentations wont always crumble to dust. Sometimes they also explode. Or do weird stuff.
  • Fixed a bug that allowed to reduce the time per augmentation.

Other

  • You can move bait to the front of your tacklebox again.
  • Some minor tweaks to ingame guides.
    • As always if you have any feedback on these, feel free to drop it on our discord. They are mostly written by the community.
  • Catching a snowball now gives the snowball to the one who catched it and not to the thrower.
  • Fixed an alchemy bug where ingredients had a higher priority for the enchantment of the pot than intended if they were at the front of the pot.
    • Now always gives the enchantment with the highest total alchemy size.
    • Yes this is an indirect nerf to alchemy :(
  • Deadliest Catch works as intended now. Apparently it wasn't.

Technical Stuff

  • Decreased data traffic between you and the server.
  • A lot of minor changes spread accross the UI to help userscripts.
  • The minimum time per action was reduced from 500ms to 250 ms.
    • There are some gathering affixes where this change is very important!

This update comes with complete rewrites of several of the skills internally to make sure they can support affixes. We have tested most scenarios for issues both locally and with playtesters but there are several hundred potential points of failure so it is inevitable that a couple may have slipped through.

~~There's so much in this update I physically cannot bring myself to listing it all. halp -Nick~~ I got you. np np -Ice

Up Next

We're planning on doing another pass of general balance to the game with the next patch as well as introducing some more content where it's lacking, such as potentially new skilling sets, or fleshing out the combat styles some more so that there's more gear parity between styles since different styles have been getting upgrades/sidegrades at different rates.

December 19th, 2023

Intermediary Patch until Next Big Update

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0.17.8a

  • Fixed some crashes, exploits, and minor UI issues

Skilling Affixes are coming next week

We're currently ironing out the remaining bugs on the private test server and expect things to be ready by next week! Since most of our focus is there this will be a relatively small update.

Balance Changes

  • Normalized elite scroll drops across zones and gave elites their respective scrolls to drop, meaning you'll get more scrolls dropped as you push difficulty

UI Tweaks

  • Social UI got updated to the new standard, fixing a lot of hardcoded values and redundant styling stuff
  • Messages sent to General from Discord are now white to make it easier to tell the difference
  • Changed some inputs to use compact amounts

Bug Fixes

  • Fixed some more character joining chat channels issues
  • Improved the hiscore icon checks
  • Merc actions start immediately after respawning
  • Fixed resurrection proc
  • Prevented some invalid inputs in various UI components

Lots of Fixes, Big Things Soon

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Changes

  • Added private message history retrieval on page refresh; defaults to 1 hour and can go up to 128 hours
  • Added various anchors in the UI for scripts to use
  • Added the Eyes of Chaos and Forgotten Platelegs cosmetics
  • More base talismans to giants keep drop tables but a little less junk to compensate

Fixes

  • Fixed item log using the wrong default value for showing some text when maximized vs minimized
  • Made marketplace offers consistently called offers instead of sometimes orders
  • Fixed being able to attempt to edit other people's market stuff
  • A bunch of misc marketplace UI fixes
  • Potential fix for healing icon in status bar getting stuck
  • Various fixes to user action queue functionality to bring it more in line with expected behavior + fix some edge cases
  • Adjusted inferno to increase max count every 25%
  • Loadouts equip after skipping an action properly
  • Prevented some negative values that broke looting in fishing
  • Difficulty applies to user action queued combat properly
  • Added popup to your marketplace offer
  • Fixed a crash that occurs when certain information is expected from deleted characters
  • Fixed empowered haste being double counted in some UI elements
  • Fixed undefined buff array in status bar
  • Removed some time conversion confusion
  • Fixed elder focus cost / crafting xp cost
  • Fix single plat buff not showing donator name
  • Fix some issues regarding guest account claiming
  • Store last active tab in local storage to make the browser remember things

Upcoming

We've moved to the testing stage of the skilling affixes! Soon^tm!!

December 5th, 2023

added phrog

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Patch Notes

  • Start combat directly from the zone menu, enable in prep screen
  • Equipment can be equipped from the slot similar to cosmetics
  • Experience is now tracked in the loot log
  • Loot log can be switched to per hour rates
  • Buy orders can now be created and updated from market listings
  • Tiered set bonuses are combined in the tooltips
  • Legacy tooltips are more compact
  • Added phrog

Balance Changes

  • Enrage now applies the full 2% armor pen per level (from 2% of 15% or 0.3%) 100% success rate for all scrollcrafting

Bug Fixes

  • Fixed Elder Staff crafting cost
  • Fixed enraged mobs giving unincreased damage as defense exp
  • Fixed affixed gear turning red in loadouts
  • Various market fixes

upcoming

Almost all the skilling affixes are in with all the relevant rewrites generally done. Testing + UI next woohoo

More Fixes and Background Work

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Changes

  • Elite scroll and dungeon keys will take you directly to the combat preparation screen
  • Buy offers can now buy a range of augments and/or any enchantment
  • Smithing input now has total numbers

Bug Fixes

  • Apply reel stats from bait
  • Crafting can now be done without vaulting non-base items while only consuming bases
  • Experience in session stats take into account buffs
  • Total experience will recalculate on level up
  • Chat mentions that are no longer visible will clear the notification dot
  • Status bar fixes for smaller screens
  • Action queue should stop now if queue is empty
  • Cooking stops if started without ingredients
  • Completely rewrote auto-stacking in different inventories (autovault/autotacklebox) this resolves instances of items not being properly adding to your inventory in various edge cases

What's happening

We're currently in the process of completely rewriting a lot of the skill modules to support the new hook setup to power skilling affixes as well as give us more flexibility with talent design. To give you an idea of how much spaghetti we're sifting through, we've currently straightening out the mining and foraging modules and each has gotten about 400 lines of redundant/duplicate code cleaned up. Once the modules are converted and tested, we can begin implementing the relevant affix effects; this will realistically take at least 2 or 3 weeks.

New Market UI!

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0.17.4a

  • Gold ore removed from lava maze monsters and replaced by burnt fish (last patch, forgot to post it)
  • Prevent creating new market listings and offers below vendor price (old orders will expire in 1 month from listing as usual)
  • Buy offers no longer buy affixed gear
  • Sell listings will sell at a higher price if there's an older buy offer
  • WIP Instance stats display can be accessed, but it's not pretty
Bug Fixes
  • Patience now works correctly for fast attacks
  • Fixed various market bugs

Balance Changes

  • The previously mentioned crafting xp rebalance will be going live, this makes crafting xp across the board far more consistent.
  • Fixed a bug related to defense XP gain and buffed it compared to intended, this should greatly increase xp gain when dodging.

Marketplace UI Changes

Silent has been very busy fixing our legacy and not-so-legacy UI in the Marketplace; you'll find that essentially everything has been improved upon. You can now see other people's buy offers as well as search through all food and potions in a single tab! It should be far more convenient to use now compared to before.

Fixes

  • Fixed some character counting issues, such as inactive or prior season conditions
  • Fixed some visual issue for items that weren't converted entirely in the last item visual rework
  • A lot of technical fixes for generally unnoticeable legacy UI issues

Upcoming Updates

  • The Talent framework is now fully implemented, this means that we have the ability to design talents and have them save and apply to your characters. Now it just needs a massive design pass where all the talents are implemented and polishing up the UI.
  • The Quest/Achievement framework has had a lot of work done on it to make it nominally implemented, though it still requires a lot of work on both the front and back ends.
  • Equipment balance changes are being considered internally; we're thinking about shifting affinities so that they have less extremes so that hybrid builds will be viable and tank stats of prot/stam would be more relevant than just wearing the correct gear.

November 14th, 2023

Lots of Fixes

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0.17.3a

  • Fix some combat queue timer issues + crashes introduced with last update
  • Level 40 magic/range gear is now uncommon rarity
  • Some tag / search fixes for various items, like legendaries or jewelry
  • A bunch of UI fixes that are too numerous to list, mostly technical things
  • Account-wide bestiary functions properly

Crafting Changes Next Week

Next week will have a significant rebalance of crafting experience included to make things more consistent across the board, generally; make sure to check the discord if you want more information on it.

Server Related

We will be updating some of the software that we use to power the game services, this will result in 30-60 minutes of downtime when this update goes live and should hopefully resolve the random server crashes these last couple weeks.

Changes

  • Enabled editing queue timers
  • Signet and Corrupted Ring can now be enchanted
  • Base Action Queue Count is now 1 and the Base Action Queue Length is 10 minutes; this should make the Action Queue useful even if you only use one of the two related tokens.

Bug Fixes

  • Combat Instances should stop getting confused if you're connected to a different shard on reconnect than the session was initially started on; this fixes some very rare bugs like mercs appearing in solo zones
  • Fixed scrollcrafting doing 1 more action after running out
  • User Queues now use their intended loadouts
  • Accept queue at max length

a HUGE number of the UI changes this update were done by Silent, our newest CC!

UI Fixes

  • Dwarven / Elven buffs apply to cooking UI
  • Fixed scrollcrafting UI chance formula
  • Removed soulbound items from the marketplace sell list
  • Fix duplicate item issues in bestiary, use itemIcon instead of itemImage if it exists
  • Marketplace name aug color margin adjusted to fit better
  • Fixed some rounding errors in smithing ui calcs
  • Display current roll properly in affix rerolling UI
  • Fix end date league check in UI
  • Removed activate button on season end character
  • Combat group highlight works again
  • HP display for ingredient foods
  • Fixed salvage message
  • Fixed inspect window appearing in front of cloaks/capes

UI Changes

  • Bestiary now checks your overall account scroll clears instead of just that character
  • Bestiary now separates loot from different leagues
  • Improved Loot Goblin description
  • Overall improvement to mobile market UI
  • Smithing UI now shows totals, intensity bar offset fixed, overlaid heat number
  • Tweaks and fixes to affix tooltip displays
  • Adjusted some of the scroll image assets to use prior versions instead of duplicates
  • More specific combat status bar description
  • Combat now has background themes
  • Cosmetics on character selection
  • Cosmetics on group sidebar
  • Adjusted avatars for their group mugshots/avatars
  • Show queue stats without queue
  • Probably a lot more UI fixes / tweaks from Silent that I missed because there were so many great commits!!

Technical Stuff

We've begun work on the Quest, Achievement, and Mastery Talent frameworks. Stay tuned :)

November 7th, 2023

Action Queue UI + Fixes and Stuff

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User Action Queue

A new basic UI has been added to the sidebar to give you access to the user action queue where IS+ subscribers and those who have purchased the relevant platinum tokens can define a set of actions to do automatically with some conditions. Scroll to the bottom to see an example of the UI.

Balance Changes

  • Affixing dust cost drastically reduced
  • Affinity related affixes min and maxes buffed
  • Root digging now mentions it requires earth runes
  • Root digging now drops multiple mysterious seeds when the seeds roll

UI Stuff

  • New CombatAvatar renderer that should fix some legacy issues regarding resizing or missing/invisible assets
  • Better season chat level colors
  • Loadouts now show if an item is equipped (blue), in stockpile/vault (green), or not found (red) by a colored border. Scroll to the bottom to see an example.
  • Added thorn damage assets
  • Star properly appears on reduced effect rolls at their reduced maximum
  • Can search for item rarity
  • Parrying gauntlets get new assets
  • Improved bestiary UI; now shows what scroll is needed to level it
  • Clarified taxes description to clarify that the junk chance cannot exceed 100% to attempt to double the drops
  • Max HP in stats display improved
  • Updated some guides from Feylos
  • Fixed necromancer's cowl having weird placement/size

Bug Fixes

  • Platinum store prospecting buff replaced by empowered prospecting
  • Some fixes to affix rolling edge cases
  • Merc loadout properly grabs affixed items when necessary
  • Account bound cosmetics fixed
  • Fixed some thorns related shenanigans
  • Fixed profile cosmetic saving
  • Made action inputs more consistent w/ new locking
  • Fixed necro having a range instead of magic tag
  • Fixed global buff issues
  • Force platinum buffs to never be in the past
  • Defined scroll ID fields for a few enchantments, fixes some disenchanting/salvaging issues
  • Fix mastery xp in level bar / utils

Example Action Queue UI:

Example loadout border coloring:

October 31st, 2023! Happy Halloween!

Season 1 Week 2

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Happy second week of the season, hope you're having fun with affixes! There's not a huge list of technical fixes this week because of the several maintenance patches that went through last week and hopefully we won't need that many this week, but I'm not holding my breath.

New Cosmetics

  • Night Walker - Helmet Skin - A spooky deer skull helmet
  • Celestial - Full Transmog - Become a celestial with a very fancy celestial cape

Platinum Buff Changes

The following buffs have been added for platinum purchase:

  • Empowered Prospecting
  • Empowered Gathering
  • Fertilizing
  • Root Digging
  • Runecrafting
  • Cooking
  • Shrimplord

Affix Changes

  • Affixes are now split by rarity in the UI
  • Affixes are now shown on the item in inventory in the bottom right hand corner of the item box
  • Crafting Runic Dust now results in 2 dust instead of 1, wow!

UI Changes

  • Equipment items have all the info shown in the item box like the inventory
  • Updated our character model to a new fancy one that has literally been sitting around for a year or so before getting the incredibly minor adjustments it needed work in our janky legacy character renderer
  • Seasonal gamemodes got their level colors, they're shades of purple!

Game Bug Fixes

  • Fixed loadout loading issues
  • Seasonal ironmen have access to the ironman general shop items

Other Changes

  • Frost Flowers now have the supercooling enchantment
  • Frost Flower and Black Berry stats adjusted

Technical Stuff - tl;dr user scripts stuff and less lost time from bugs

  • Ice has brought back the discord chatbot so staff can talk from discord to general!
  • Exposed affix, crafting req, and augmentation req lists to client, this is mostly important for userscripts
  • Upped the hardcap for catch-up time from 5 minutes to 30 minutes; if this doesn't cause any issues it may get increased further to essentially force the server to never lose your intended offline time even if it has to speed simulate everything on login
  • (Hopefully) fixed a deadlock that's caused the remaining server crashes + looking into some better auto-recovery solutions in the inevitable case more crashes get hit
  • Better handling of unexpected timeouts for resources in backend; the offending session will try to recover a few times before being terminated without causing grief to non-broken sessions that aren't having issues with those resources

October 24th, 2023 hi!

Season 1 Launch

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0.17.0c

  • Fix master hiscore XP display
  • Moved XP into the panel in affixes
  • Elite Damage multiplier affix given 5 specific slots to roll on instead of being a generic
  • Cooking available attempts also looks at heat
  • Loadouts are now affix aware (you will need to remake affixed loadouts + resave everytime you reroll!)
  • number.toLocalString now uses 'en-us' formatting
  • Fixed issue with pre-season chat having the same channel ID as season 1, causing some channel joining issues
  • Fixed unintentional negative affixes in multipliers
  • Fixed some node issues in foraging with enchantments

User Defined Action Queue Handling Changes

Massive rework to some user defined action queue handling: if an action fails it will skip to the next one, so you can queue up an hour of mining then half an hour of smithing and it will either smith that whole half an hour or end prematurely if out of materials then return to mining, repeating as intended. This means that the queue will run on repeat until your offline timer is exceeded, or if you have the game open it will run infinitely. This should make it MUCH more useful.

0.17.0b

  • Runic Dust and Gear Scraps are now tradeable
  • Format changes from last patch now on legacy tooltips
  • Improved logging for some bugs
  • Resolved some race conditions when attempting to consume dungeon/elite keys; this should fix the currently most prominent cause of erroneously consumed keys
  • Dust drops distributed to all scrolls and dungeons: all rarities can be dropped from all scrolls and dungeons. The base chance is the same: 50% / common, 40% / uncommon, 30% / rare, 20% / epic, 10% / legendary. The amount of dust dropped scales based on the difficulty of the dungeon with high variability.
  • Fixed rounding issue with max health and some affixes
  • Fixed affinity bonus not applying with some affixes

0.17.0a

  • Runecrafting stacks only consumed while RCing, not weaving
  • Fixed some error cases where affixes may be lost, i.e. soulbinding/transforms
  • Slowmode properly works in seasonal trade channel
  • Fixed joining chat channels
  • All affixes should be implemented correctly
  • Updated affix tooltip to be easier to read
  • Runecrafting category added to crafting

Season 1 is not 1.0

Season 1 will be live on October 17th, 2023 at 3PM UTC and end on February 1st, 2024.

Season 1 will feature two modes, the standard marketplace enabled mode and an ironman mode (not NGIM, sorry!) and will be focused around an accelerated XP progression and AFFIXES. There is a quick guide at the bottom of this post by Feylos if the quick FAQ doesn't answer everything.

What are Affixes?

Affixes are modifiers, like enchantments, that apply various stat boosts or have special chance based effects that can be put onto nearly any equipment item. As of the Season 1 launch these effects are focused purely on combat, though other affixes and types are planned! There are roughly 80 affixes varying from common, basic stat boosts to legendary effects like passive life steal or damage reflect.

How do we get Affixes?

You can get affixes in the Runecrafting tab by spending Runic Dust to generate a set of affixes and their strengths on an item, scaling based on the rarity of the item and the strength of the affix. Runic Dust can be generated slowly as a secondary drop from combat related activities, or specifically targeted to generate quickly through a gathering/processing gameplay loop. Combat will produce only about 10% of the dust that gathering/processing does, so get ready to engage in multiple skills!

What if I don't like an Affix I roll?

You can reroll the strength of an affix, but if you want a completely new one you'll need an entirely new item. You can salvage the existing item to produce Gear Scraps which scale by rarity and are used in the rerolling process.

Everything else

  • Added assets for the Lumberjack set
  • Added assets for the Camo Cloak
  • Fixed a plethora of UI issues
  • Adjusted rarity of several items
  • Made chat channel handling for default channels more robust
  • Introduced league/season specific trade channels, this will primarily be for the default league and season 1 marketplace enabled
  • Rewrote the character online counter because it was really old and didn't account for NGIM / Seasons
  • Changed the plat price for buffs- you now get twice as much buff for your plat woo
  • Fix runecrafting buff stack consumption

What's next?

With the bulk of the work being focused on Season 1 lately, we will now be free to pursue more fixes and tweaks for the existing game content. That said, we will also be extended support for affixes and introducing new season specific mechanics or content as the season progresses, so keep an eye open for announcements!

Affix Quick Guide by Feylos

Season 1 Soon^tm

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when season 1???

While technically Season 1 is ready for live, our initial feedback on the systems have been that it needs some more polish and balancing before it goes out to the rest of the playerbase as a whole. We have some plans to address these issues so Season 1 will go live next Tuesday instead and will run until February 1st of next year and it will be the primary test bed for some potential polarizing features before we determine if they are something we want on the main leagues or should stay in seasons instead.

Bug Fixes

  • Torn Banner can now properly drop
  • Potential fixes for some flickering issues in Firefox
  • Loot log string placeholder fixes
  • Character count coloration fixes
  • Navigation links in system-message support
  • Rebalanced and fixed Dwarven Forge issues, added refining proc to UI
  • Runecrafting Dwarven/Elven changing output mistakenly

99% of this update is backend work or features that aren't accessible unless you're on a seasonal character.

Pre-Season End

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0.16.0b

  • Change Password button redirects to recover password
  • Various crash fixes
  • Some misc adjustments/tweaks
  • Fix combat needing 1 turn for mobs to appear

0.16.0a

  • Added new error handling for some crashes that have been happening
  • Added merc caching- if you get DC'd when you reconnect they'll respawn at their last saved state
  • Rebuilt the client, should fix some missing images

When this update is live, the Pre-Season will have officially ended!

Congratulations to our Pre-Season champs (awarded based on their placement when the timer in the UI ended, not on update launch)!

Total Level:
  1. JiananPS
  2. Seasoning
  3. Leaguecaster
Mastery Level:
  1. Weiden
  2. RNJesus
  3. Sudo

The winners can find their medals on their main league characters; message me (Nick) if you'd like them on another character as well!

By default you will not receive the Event Tokens from your seasonal character automatically, you have to execute the '/convertSeasonal CHARACTER_NAME' command, where CHARACTER_NAME is whatever your pre-season character is named. Whichever character you execute this command on will receive the tokens. Currently the exchange rate for event tokens is the sum of your total level * 15 and mastery level * 30.

Your seasonal character will be deleted on conversion to tokens, though we keep all the stats backed up so the hiscore may be restored at a later date.

If you delete the character through the character delete page you will lose out on your tokens.

New Items

  • Blademaster's Shroud - Dark fort drop - Melee DPS cape with a full set of enhanced auto attacks and an AOE ability.
  • Royal Banner - Dark fort drop - Support / Tank cape with some helpful group abilities.
  • Necromancer's Set - Barrows drop - A 5 item magic dps set with its own very powerful set effect and abilities.

Balance Tweaks

  • Minimum action time for most actions decreased from 1s to 0.5s. Please don't light the server on fire!

Bug Fixes

  • Buy Order partial filling fixed
  • Marketplace listings should be deleted properly when deleting a character
  • Some fixes for unintended combat edge cases
  • Fix pings in whispers
  • Shrine refreshes at 1500 on Fridays instead of 0000, server time
  • Total mastery exp calc fixes
  • mercenaries were inadvertantly reducing their own stats

UI Things

  • If you have no icons there is now a handy "No icons unlocked yet." text displayed
  • Adjusted most instances of "Ability Rotation" to "Ability Priority" to be more accurate
  • Various fixes to Combat UI
  • Various fixes to chat UI
  • /throw message tweaks
  • Item gain/loss animation tweaks
  • Lots of various improved assets and CSS tweaks from Ice/Silent

Technical Stuff

The entire backend work for affixes is now live, though you cannot roll or find anything related to it until Season 1 launches.

Season 1 will start next week if there are no unforeseen obstacles!

Buy Orders / Action Queueing

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0.15.0b

  • Crit works now btw, all crit gear is massively better than before because of a bug causing crit damage to not apply even when a crit was rolled.
  • Vastly improved the buy order UI to what it was supposed to launch with in the first place
  • Various Combat UI tweaks + fixes from Silent

0.15.0a

  • A few bug fixes that snuck in with the emergency maintenance that launched 0.15.0 originally

Buy Orders

Buy Orders are now available! You can create a buy order by going to an item's marketplace page and clicking the "BUY ORDER" button in the top left to pull up the UI. You can then specify how many of that item you want, the most you're willing to spend per item, as well as specify a target augmentation level, enchantment, and enchantment strength. The order will attempt to buy every listing under your specified max price, starting from cheapest and oldest first.

User Defined Action Queues

You can now define a specific action queue pattern if you're an IS+ subscriber or purchase the relevant tokens. By default IS+ members can specify up to 3 different actions in a 3 hours pattern. An example could be mining for an hour, foraging for an hour, and then fishing for an hour before repeating, though the actions and their lengths are entirely up to you. It will be as if you had started this action yourself, so relevant loadouts will be loaded automatically. The queue will only check the defined pattern when an action is completed, so if you put a particularly long action in there, like a several minute long smithing action, it will not be cancelled or interrupted to force another action and it will simply move to the next defined action after completing the smithing one.

To do this, use the /useractionqueue command. Try /help useractionqueue to get the options! We will add a UI for it eventually!

You cannot be in a group when using the action queue, though mercenaries will still function like normal.

UI Things

  • Improved Combat UI styling scaling from Silent
  • Formatting /selljunk output
  • Top Icons moved to Top 3

Technical Things

  • Massively improved base item detection for augmenting/crafting, it should not properly use base items as long as they have not been customized by the player
  • Refactored the Runecrafting backend module to make it a lot easier to work with and resolve some bugs
  • Initial support for time based shop purchases (i.e. can only buy X item every Y days). The general idea is to add some wanted items in small quantities to the shop as a potential gold sink. We are vehemently opposed to dailies so this system will probably be fleshed out to be more along the lines of every week you gain X available items to buy, or something to complete (like a weekly quest), stacking up to a month or some other amount large of time to avoid any dailyscape.
  • More support for personal profile customization in backend (hiscore showcase, item showcase, title showcase); no real frontend support for it yet
  • Fixed the previous fix for wealthing things while cooking. Why are you wealthing things while cooking???
  • Adjusted reconnecting behavior; sessions will be able to pre-emptively tell if a reconnect will fail due to process mismatches and will move to fallback behavior without the built in delay. This should make reconnecting faster and more consistent (less reloading the page) when a session is rebuilt from memory.
  • Session persistent lootlog / item tracking has been implemented in the backend, superceding the existing session stat system. More support will be added to it soon^tm when it is able to replace the session stats system

There was a change to /fixinv to have it replace legacy items in stockpile with fresh copies, but that has since been determined to be a bad solve and will not be in live. Legacy collectors, rejoice!

Pre-Season Fun

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0.14.0c

  • Fixed buy max setting value to 0
  • Fix a backend crash
  • Can update marketplace listing without the same item in inventory

0.14.0b

  • Fixed loot table overhaul causing some strange behavior, esp. with mining tables (i.e. only 1 ore type dropping)
  • Fix crash when closing whispers
  • Fix sharing items from equipment page
  • Fix crash when attempting to share a listing when not in the default trade channel
  • Fix open in marketplace not working
  • Fix some bracket errors
  • Fixed tab filter buttons not applying to only show specific selected tabs
  • More misc backend things

0.14.0a

  • Fix a few client crashes
  • Update /rules to go to official rules page instead of wiki
  • New ancient air talisman asset from Silent
  • Fix a few UI functionality regressions
  • Added some handling for chat channel crashes
  • Fix deleting characters with duplicate names crashing processes
  • Rewrote how global buffs rules work- this fixes platinum buffs not working on season 0; buffs that were intended for season 0 will be manually extended to compensate

Seasons are here

Season 0, AKA "The Pre-Season", will be starting when this update goes live, it features heavily accelerated progression and a leaderboard. It will run for roughly 3 weeks or until Season 1 begins. Hope you're ready to min/max early and mid-game again, glhf!! Seasons will have their own unique rules, buffs, and starting equipment. Later on they may even feature unique mechanics, like Affixes! Currently, Season 0 features some global buffs, starting gear, a leaderboard, and a separate marketplace. When the season ends your seasonal character will be locked in; I will give out medals to those who manage to get into the top 3 normal and mastery total levels and all players will receive event tokens based on their participation in the season! In the future this will be extended to icons, titles, and cosmetics. Season 0 will specifically feature strength 20 Haste (80% reduction in action time), strength 20 Intuition (double xp), strength 11 Treasure Hunter (+33% drop chance), and strength 5 enlightnment (+5 essence), as well as 10k starting gold and heat, bronze daggers, a flimsy longbow, a driftwood staff, a bronze pickaxe, a bronze hatchet, and a novice tacklebox.

To create a seasonal character simply create a new character and select the Pre-Season as the gamemode. This character will NOT contribute to your max character or active character count, so it is essentially a free slot specifically for a seasonal character for as long as the season runs.

Wrath and War

This weapon needed some love so I added two new unique abilities to it; Wrath, which deals up to double damage based on your missing health, and War, which grants your team a short-lived enrage buff. Yes, the same enrage buff that makes enemies super strong over time.

Bug Fixes

  • Fixed gold being augmented sometimes
  • An absolutely massive amount of fixes and rewrites for the UI across the game. When in doubt, Ice probably fixed or rewrote it!
  • Fixed /profile cosmetics not actually saving the item

UI Things from Ice!

  • Pings got reworked and should work more as expected now

    • New whisper channels trigger a ping (unless you have them deactivated)
    • Group invites trigger a ping (unless you have them deactivated)
  • Chat links reworked

    • Loadouts can now be shared. Loadouts store slightly less info, so some minor numbers might be missing in the chat link (e.g. soulbound XP) compared to shared equipment
    • New equipment and loadout links now include the ability rotation
  • Your chat input is now stored even if the input field isn't rendered anymore. This means that you can switch away from the chat on mobile, without your input getting cleared.

  • Sidebar has a (hidden) entry point for script authors to inject their own buttons

  • Sidebar skills expose the player levels and experience

Fixes

  • Ctrl+Click on a skill didn't share the skill
  • You can now soulbind legendary tools at any level. (You could do it before, the button just wasn't there.) They will still lose all their augment levels!
  • Fixed mods getting pings from the INFO tip that tells you not to ping mods. (This one is hilarious)
  • Fixed a spelling mistake in HeckYea's (Heck_Yeah? HäkYeeeha?) name
  • Chat rooms no longer switch to the bottom, when you go to the activity tab

Technical Things

Almost this entire update was on the technical side. It included a lot of retooling of how we handle game data tables (items, loot tables, etc.) as well as rewriting a bunch of legacy UI components. If everything went well you should only notice some basic improvements to gameplay functionality with faster more comprehensive fixes and features coming soon^tm in the changed setups.

What's Next

We will continue to overhaul things at a technical level, but our primary design/gameplay focus coming up next will be Season 1 and its unique mechanics. Currently the plan is to implement an Affixes system as well as look into how the food combat inventory functions and whether we want to change it.

Have fun with Season 0!

Anyone else up in the stars this week?

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This update almost entirely brought to you by the Community Contributors and a few player volunteers!

Platinum Shop

Forgotten Platebody cosmetic added to Platinum Shop

Guides

Production and Combat Guides added

UI Tweaks + Fixes

  • Replaced tab history with pinned tabs
  • Reduced space used by first farming category
  • Chat channel moderators can delete/restore messages in their channels
  • Can once again click on the health icon when in combat to open combat
  • Fixed cancel button of delete message of messages not working
  • Fixed centering of equipment items
  • Added sidebar anchor for userscript injections
  • Added option to ignore tools in loadouts

Bug Fixes / Backend Stuff

  • Fixed items that could transform into more than 1 item only rolling the first option available
  • Tweaked some chat link handling
  • Equipping food from loadout is now aware of how much the stockpile has left so it won't try to load empty items, mostly a backend fix
  • Adjusted the obsidian drops for relevant elites, more variety less scimitars!

Fixes, Polish, UI

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0.13.4a

  • Top 20 Shrine Icons
  • Icon CSS adjusted + shown in chat icon selection panel
  • Fixed augment glow offset (pls don't break somewhere else)
  • Fix locations not properly dropping the 'Ghost Shroom' item when intended
  • Fix marketplace enchantment search crash
  • Removed outdated node penalty info
  • League specific chats are not accessible by characters outside of that league (not retroactive)
  • Fix a tab validation issue

0.13.4b

Adjustments to inventory tabbing; global rules are the only rules because non-global are buggy and just not worth it

Inventory Tabs

  • Added new global rules to allow you to change the default tab for an item
  • Changed inventory tab saving behavior so to reduce bugs
  • Properly delete the selected tab when setting to 0
  • Added /collapse command that can be used to quickly collapse existing tabs
  • Added retroactive validation to non-tabbed inventories to make sure items in there aren't tabbed (ammo / tacklebox / augmentation queue)

Nav Drawer Rewrite

This rewrite, by Boohi and IceFreez3r, modernizes a lot of the heavily outdated and legacy components that made of the nav drawer. This means the left-side bar interface is much better, including improvements to the loot log and UI customization like pinning the drawer or slimming it. There's some new info tooltips for some skills, with Feylos having written the guides!

Hiscore Icons

Immediately on session start and then every hour afterwards the hiscores are checked and the top 20 players of each category (each skill, normal and mastery levels) are given unique icons. As long as you hold a top 20 spot you will retain that icon, but if you fall out of the top 20 it will be taken from you! We intend to expand this out to more achievements, such as dungeon clears, later on.

Tweaks

  • Removed weapon and offhand item tags. Search function allows equip slots (weapon/shield)
  • Removed crafting tag from craftable items
  • Exposed craftable attribute to client
  • 'craftable' as new search term for these
  • Chat linked skill UI tweaks
  • Loadouts show their augs/enchants on items
  • Update UI status bar filters out the hyperlink stuff
  • NGIM max level calc in UI ignores gathering skills

Fixes

  • Fixed opening two tabs in plat shop
  • A ton of misc UI fixes
  • Fixed magic -> elven quiver transform not applying the higher level quiver enchantment
  • Fixed defensive crit calculations
  • Fixed edge cases in fishing that cause it to break
  • Offline progress time updates after the popup is sent to fix the sub second offline timer
  • Fix Castle Door rendering in combat
  • Fixed error case when deleted a character that shares the name of another deleted character

Shrine Changes

  • Removed Gathering and Superheating from shrine buffs
  • Added empowered prospector + gathering, archaeology, loot goblin, master chef, pure metals, researchers/adventurers/gatherers boon, resistance to shrine possible enchantments

Profile Tweaks

You can now do some basic profile customization for your /whois page. These are accessible through the /profile command; you can do /profile cosmetics to save your currently equipped items and cosmetics as your default inspection character as well as /profile icons add/wipe to add your currently selected chat icon as a highlighted icon to be displayed on your profile.

New Profile Icon Buyables

You can now purchase a new selection of profile icons for platinum that can be used like a standard chat icon- either in chat or on display on your /whois page.

Inventory Tabs and More

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Inventory Tabs

Inventory Tabs are now available to help you organize your stockpile and vault. By default you will get 1 additional tab in both for a total of 4 tabs (default stockpile, tab 1 stockpile, default vault, tab 1 vault), but you can purchase Inventory Tab Tokens for 600 platinum that give an additional vault and stockpile tab. This includes an overall rewrite of the primary inventory UI, so it comes with some fun new features like quick filter buttons. I (Nick) set this up, so I will definitely need feedback on the UI/UX side of things, especially in the mobile realm. Currently this replacement UI only affect the vault/stockpile components.

Offline Progress

I believe we've finally narrowed down the issue with offline progress seemingly being stuck; the actual data we send to client is only generated on your initial session start. Since new functionality has been added to reconnect you to a previous session this data may not be updated until the server itself restarts and forces your session to shutdown. It should now be fixed since it properly fetches the updated progress data!

Character Deletion

We've added the ability for users to delete their own characters to free up slots/usernames

Return of Persistent Stat Tracking

Pre-refactor players may remember when we used to release various tracked global stats, like dungeon runs or augmentation stats, and they are finally back in the game after a very long hiatus! This first iteration in post-refactor is mostly to test the waters and ensure that there's no major changes that need to happen before we can start tracking even more stats than before.

Uncategorized Fixes

  • Some Combat Avatar elements should render properly, such as the fite gloves (MDG, Khaast), one handed gauntlets (AWS), or custom gloves (avenger gauntlets).
  • Combat emits now have a lot more information attached, mostly to aid with scripts
  • @mods is back with a popup warning to not abuse it
  • Channel list icons replaced with svg's
  • INFO messages no longer increase unread message counter
  • Pings from tags
  • Favicon never resetting to default when pinged
  • Fix some recursion issues when restarting sessions, should fix some infinite loading sequences
  • Gathering dungeon keys sometimes using the wrong skills for aug bonuses have been fixed.
  • Dael has written us a much, much better data compiler so that we can avoid any incorrect ID matches when manually setting them, when we get around to fully adopting it, that is!

As always please give a ton of thanks to our blue names as they've helped development immensely with Chikenz, Kugan, and Dael helping with new and fancy technical mathy things on the backend and Ice rewriting our super janky legacy components in the frontend! They're the best!

In others news I am planning on adding a few new things to the Platinum shop, specifically some new player commissioned cosmetics, some purchasable icons, and once the /whois profile components are rewritten more options (both paid AND free) to setup your own custom profile! This will be the immediate next step that should have some parts ready to release next week, with the next big update being designed now being the Seasons update.

DPS Check!

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0.13.2a

  • Fix some new issues related to claiming accounts
  • Fixed some platshop issues
  • new feedback form from Ice
  • Fix adventurer's boon incorrectly increasing time to get the next shard
  • fix elven logistics image
  • fix crafting multiplier for charms
  • fix dwarven manufacturing / elven logistics applying to smithing

New DPS Checking Tool

You can now fight against a DPS dummy in a special location to check your DPS using certain setups. It awards no XP or essence and it is modifiable with an ingame command. This feature will receive more features as requests are made for specific things! The max group size here is 5, so you can test your mercs or your group DPS here!

Ancient Barrows / Cursed Spade Tweaks

  • Significantly reduced ichor costs for crafting (3k -> 300) and augmenting (300 -> 30)
  • Added new key piece, cursed spade head, that demons, mages, and undead drop

Plat Buff Buff

That's not a typo! We're introducing a change to the buyable plat buffs; if the buff goes longer than 24 hours it gets boosted to strength 3 and if it goes longer than a week it gets boosted to strength 4. These boosted strengths last until the buff fully expires, so once you get over a breakpoint it's boosted for the entire remaining duration!

Unorganized Misc. Fixes / Balancing

  • Changes to how combat splotches are handled to help power some userscripts
  • Tweaks + fixes to platinum shop purchases
  • Rewrite of the stat tracking functions + last logged in check
  • Fix chest contents by reference error
  • Various fixes to last update's mobile UI
  • Ice rewrote the enchanting frontend in a bout of passion
  • Embers enchant applies to logs that can roll ranges, but ignores gathering bonus logs
  • Ammo recipes for magic/range adjusted
  • Ammo preserving enchantments now follow a linear formula
  • Redistributed fibers in fishing zones to avoid fiber bottlenecks
  • Updated descriptions of prolonging, endless ammo, rune reserve, and quiver enchantments with "maximum verbosity"
  • Dwarven forge intensity increases should not reduce bar speed as much + gives better xp and refining loot
  • SB items in free slots are not longer penalized by the non-free slots (more xp to jewelry, etc.)
  • Adjusted chisel aug ratios
  • Fixed claiming accounts not saving that they are claimed
  • Essence Concentration slate cost should be represented in UI correctly
  • Food loadout matching should correctly remove mismatched foods before trying to add more food in
  • Reduced padding on buff description headings
  • Show some punishment lengths in notifications
  • Fixed wrong buff strength on sell page
  • Grovekeeper and Ancient Runic Chisel have forced 100% augment chances

The Big Update^tm

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0.13.1b

  • Fixed dangerous encounters getting overridden incorrectly and never being spawned
  • Added missing item properties to linked chat item
  • improved stat tracking + stat tracking UI
  • improved tooltip UI
  • Tweaks to session starting that should make it more consistently successful
  • Smarter food loadout refilling
  • Lots of mobile UI improvements from Silent1-
  • Enchanting
  • Scrollcrafting
  • Runecrafting
  • Cooking
  • Crafting
  • Farming
  • Tooltip
  • Gathering Zone boxes
  • Shrine
  • Combat UI

0.13.1a

  • Basic rewrite of session stats UI, minor improvements to status bar, resolve potential edge case where adventurer's boon may not be rolled if you only barely qualify for a shard
  • Added "Ignore Dungeon Update Safety" option to allow yourself to run dungeon / your dungeon queue to continue even if there is an update soon; if you enable this and you fail a run during an update, you will NOT receive a refund on the key barring extenuating circumstances on our end.
  • Slightly changed how we replace saved session sockets; should fix the last logged in check (at least it did locally!)
  • Fixed some logging + backend stuff that should resolve the 'random' desync issues. There may still be logic / code issues that lead to desync, but those are far easier to track and squash.

0.13.1

  • Fixed when canceling disenchanting/unbinding the dialog doesn't reset
  • Display forced enchants on Crafting
  • Fixed UI issue for inventory in one-column view
  • Re-enabled online stattracking and added the /clearstats command. Hopefully it doesn't LAAAGGGGGG
  • Added notifications for talisman unlocked + essence gain
  • DOUBLED crafting req for parrying gauntlets, added defender items as required for master parrying gauntlet (2 different recipes for each piece)
  • Legendary Chisel correctly has 8 enchantment slots
  • Adjusted city waves that could have more active mobs than needed to move to next wave
  • Fixed issues when disenchanting, both by disenchanting an item specifically or attempting to re-enchant it
  • Added Supercooling and Dwarven Engineering scrolls
  • Chisels properly tradeable w/ assigned rarities
  • Can apply soul wisdom to chisels
  • High Performance mode skips the inventory item animations (red/green glows)
  • Rewrote the loggedOut check since it relied on temp code that may no longer be used, should resolve the weird last logged in times

Bringing combat to non-combat since 2021! ... but also non-combat to combat?

Group Changes

  • Groups will now reconstruct + continue the action after a server restart/update
  • Groups that are NOT in an action will not be reconstructed
  • Party members will not be pulled into the group until the leader's session starts (should happen automatically on restart); if a party member starts another action before that happens then the group reconstruct will be cancelled.

Item Changes

New Items

  • Camo Cape - Calming Aura enchanted by default
  • Flamboyant Cape - Danger Zone enchanted by default
  • Small/Medium/Large Bag of Holding - Bag of Holding enchanted by default, every 10 augs upgrades the bag up to its next tier
  • Newbie/Dwarven Adventurer's Bag - Adventurer's Boon enchanted by default
  • Cloak of Many Pockets / the Void
  • Dwarven Manufacturing Pendant
  • Elven Logistics Pendant
  • Legendary Tongs - Dwarven Tongs
  • Legendary Hoe - Elvish Hoe
  • Legendary Ladle - Golden Spoon
  • New Runecrafting tools, Chisels, 3 base tiers + 1 legendary
  • Farming, Smithing, Cooking, and Runecrafting Shards
  • Dwarven Research Key (dungeon key)
  • Heart of the Oak (dungeon key)
  • Abandoned Academy Scroll (dungeon key)
  • Core Fragment, key piece
  • Core Ingot, key piece
  • Ancient Cloth Fragment, key piece
  • Ancient Oak Seed, key piece
  • Void Portal Anchor, legendary gear crafting mat
  • Defunct Golem Core, legendary gear crafting mat
  • Three tiers of craftable parrying gauntlets for Melee

Existing Items

  • Gargoyle gear (including bkgh/bkth) is now tier 6 across the board, comparable to Elven
  • Ladles have been given a tool slot instead of being held in your main hand, if you have one equipped when update goes live it will be unequipped.
  • Greater Imbued Charms combat essence recipe correctly gives more charms compared to other recipe

Enchantment Changes

New Enchantments

  • Engraving: Chance to not consume rune slates while Runecrafting
  • Dwarven Manufacturing: Increases production speed by 20% and material cost by 25%
  • Elven Logistics: Decreases production speed by 25% and material cost by 25%
  • Dwarven Engineering: Gives a chance to massively boost amount gathered in an action
  • Supercooling: Increases chance to mine an item based on its heat cost, favoring low heat items. Has a chance to consume water runes.
  • Bag of Holding: Gives a chance to force the max quantity of a resource while gathering
  • Adventurer's Boon: Gives a chance to produce an additional skilling shard
  • Gatherer's Boon: Increases minimum and maximum gathering ranges by a %
  • Researcher's Boon: Increases shard generation rate by a %
  • Empowered Haste: Separate haste roll that stacks with haste
  • Calming Aura: Halves chance to roll a dangerous encounter while gathering
  • Danger Zone: Doubles chance to roll a dangerous encounter while gathering
  • Resistance: Protection, but for Resistance (+10 resistance per enchantment strength)

Existing Enchantments

  • All Farming related enchantments have been buffed by roughly 2x
  • Essence Concentration: Does not consume as much essence
  • Superheating: Increases chance to gather high heat items, has chance to consume fire runes.
  • Prospector: Massively buffed with enhanced tables.
  • Empowered Superheating: Now Empowered Prospecting
  • Refining: Massively buffed with enhanced tables.

Farming Overhaul

Thanks Ice!

  • New mobile compatible UI
  • Farming Enchantment strengths roughly doubled
  • Place multiple seeds at once by dragging
  • Select multiple plants to change the settings for all of them
  • Mystseeds no longer have a fixed size. Instead you can determine the size while planting, with each tile using one seed. Larger seeds give better loot, but worse XP.
  • The stack size of existing seeds will be adjusted: e. g. a 3x4 seed will be converted to 12.
  • The farming info text was removed. It will come back with some future changes.

New Solo Gathering Dungeons

Sourced from Non-Combat

  • Dwarven Research Station - Sourced from Fishing
  • Nature Atheneum - Sourced from Foraging
  • Abandoned Academy Base - Sourced from Mining
  • As gathering dungeons these encounters benefit heavily from your gathering equipment + enchantments
  • Each dungeon has its own unique boss fight
  • The primary loot of these dungeons are lots of gathering/processing mats related to that dungeon, i.e. dwarven dungeon rewards a ton of fibers and sunken treasures

Dungeon / Key Changes

  • There is now an automatic requeue option so you can easily run dungeons/keys idly.
  • Block running of dungeons within 20 minutes of an update to avoid potential issues
  • Key costs increase by 5% per aug after at +5; testing this out and it may eventually see some new mechanics like making a dungeon become a variant

Miscellaneous Changes

  • Loot announcements are condensed into a single message per player
  • Partial Map price reduced to 150k from 1.5m
  • Mercenaries no longer have the 10% skill and gear stat malus
  • Lots of mathed out drop changes to more loot tables than I can count
  • Update announcements now show in the buff bar with a timer
  • Combat Inventories refill every 50 waves, not just when difficulty increases
  • Fixed when rotations would randomly reset to just the melee auto-attack without an accompanying error

New Command

  • Added the /reloadui (aliases: /ui, /reload) that only resyncs your client state to the server's state. This does NOT reconstruct anything and will not interrupt gameplay. This should be used prior to /clearqueue or /refresh.

Technical Changes

  • Rewriting of various module functions to be a lot more consistent during potential error cases, i.e. server lag. This should result in less desync in some situations.
  • Sessions will no longer be randomly destroyed / reconstructed on another shard; you will be reconnected to your existing session. This will preserve some of the game/player states that are stored solely in memory, such as mercenary status or how some module instances are handled. This will immensely improve quality of play for players who swap devices frequently or have spotty internet connections!

There are an almost innumerable number of minor fixes + QoL throughout the entire game. Seriously, there were like 200+ git commits done for this update. That's a lot.

Small Update Before The Big One

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This is a small update of what we've had ready for live and includes some technical changes to how some chat messages are handled as well as improvements to various mod tools.

The major change for this week is that playtest will go live to hopefully get the next big update ironed out for next week! See the discord for more details!

Bug Removal Service

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Once the server stops burning we will be focusing heavily on the next big update since it includes a fair amount of content, the systems that power that content, as well as many various technical improvements across the entire codebase.

0.12.14b

  • Adjusted the leniency of the inventory interactions to handle errors, should allow stack size to increase even if there was a hiccup
  • Minor cleanup/refactoring for technical improvements, ported in from the next big work in progress update

0.12.14a

  • FIXED THE ITEM LOSS BUG
  • Lots of handling (notifications for clients) when a transaction has issues, at the module level
  • Adjusted how auto-recovery happens so it doesn't immediately do it on first error
  • Handled for negative stack-sized item
  • UI fixes for various item + loadout issues
  • Fixed cooking pot reconstruction using some random dude's inventory lmao

You can login with either your account name or your verified email now.

Bug Fixes

  • Fixed an issue that led to accounts being unable to be claimed by email properly
  • Abilities can no longer be learned in combat to keep player rotations from resetting when updating known/learned abilities
  • Fixed a transaction failed error when attempting to sell junk when none are present in inventory
  • Cooking pot is now reconstructed from database when it errors out so it should no longer be stuck until a /refresh
  • Players can no longer join a party that is busy
  • Commands can no longer be sent in group chat to reduce problems related to issuing commands
  • Shrine high score table has had some of its old UI undeleted
  • Keys/Scrolls that are selected in the combat UI then removed from stockpile will be unselected in the combat UI
  • Marketplace history date now has some spacing to keep it from becoming illegible in some cases
  • Fixed the nimble description
  • Fixed enchantments that are supposed to take from ammo pouch not doing it
  • Scholar description updated to reflect the item destruction
  • Prevent multiple invites from the same player
  • Fixed some combat fields not being reset on death in some cases
  • Fixed being able to send marketplace listings into non-trade or non-custom channels
  • INFO should now only post to general + league general and help channels
  • Mastery announcements should now be functional
  • Single size fish recipes should now properly give burnt fish and fish oil

Quality of Life

  • Fishing Node UI text legibility increased
  • Equipment can now be searched for by their slot
  • Marketplace prices have been monospaced to make it easier to read and compare
  • Can now clear loadout selection in the combat UI
  • Learn Ability option is disabled if the player has already learned it
  • Cooking UI now displays both the chance to burn and the actual recipe difficulty

Balance

  • Soulbound XP rate for accessories increased by ~30%
  • Yew Recurve Bow crafting level increased from 27 to 29 because its required ammo is a level 28 craft
  • When a snowball chat text says the player has caught it a snowball is now added to their inventory

What's happening next

The content and UI overhauls are still in progress and will be entering the testing stage soon! Keep an eye out for teasers posted in the #dev-blog channel.

S Y N C

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UI Change

  • If an item's stack size is 1, stack size value is not shown

Rename Token Change

  • Renamed items become untradeable. Currently this is an irreversible process and applies only to newly renamed items.

SYNC

  • Reenabled some recovery settings that will refresh inventories that error without needing to input the command or reload the page. This won't resolve errors that cannot be resolved by a /refresh and in some cases the full /refresh will be necessary to resolve some errors that aren't covered by the auto-refresh.

What we're working on

  • Work is still heavily underway on the big balance + content pass for non-combat related things. Keep an eye on the #dev-blog channel in discord for more specifics not mentioned here!
  • Currently we are working on adding 3 new dungeons from the gathering/production skills as well as half a dozen legendaries with roughly two dozen new equipment pieces / items in general for all equipment slots, including some new ones. It's a lot of content!

New Cosmetics, Slight Rebalancing, and Technical Changes

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Balance Changes

  • No more search penalty when switching nodes. Instead, the first node will always be the standard non-specialized node.

New Cosmetics

  • The 'Gift of the Lightning King' and 'Fresh Off the Island' cosmetics are now available for purchase at 3500 and 800 platinum, respectively. The first overrides your base skin layer, the latter gives your character a beard and eyebrows.

New Token

  • You can now purchase Item Rename Tokens for 300 platinum.

Technical Stuff

  • Some significant changes to how we handle some inventory transactions. This should make it more robust at handling edge error cases that cause desyncs as well as give us a lot more information regarding what may have caused that error.
  • Adjustments to canceling actions in progress to reduce potential error cases if resources are being accessed in multiple modules at once

Misc

  • Fixed the message when being invited to someone's group
  • Adjusted rarity of combat unique item shards

Small Update 2, Electric Boogaloo

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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.

Small Update, Back On Schedule

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This is a small update to get us back on the Tuesday schedule.

UI Fixes

  • Fixed double line on enchanting skilling books for Legacy Tooltips
  • Fix crash when selecting "Open Marketplace Listings"

Combat Fixes

  • Fixed monsters not using their rotations properly because of overlap from priority rotation changes
  • Fixed Sylvan Staff not announcing

What's coming

  • We're (mostly Ice) in the process of rewriting the Farming UI / backend. It's a night and day difference and 100% worth the time and effort being put into it. Again, thanks Ice!
  • Continued work is happening behind the scenes for the next planned content expansion / balance pass. There's a lot in it and it'll definitely flesh out parts of the game that may seem a little bare at the moment. Yes, it's for more than Combat!

UI, Balance, Bugs

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UI Related

(Thanks, Ice!)

  • Platinum to increase icon UI fixed / refined
  • Fix close button behind preview in plat shop
  • Fixed market showing server time instead of local time
  • Fix buff stack rounding issues
  • Add UI hint when monsters still have more loot to unlock
  • Adjusted merc health appearance to be more readable
  • Fix 'ghost items' in bestiary loot entries
  • Remember scrolling position on marketplace overview when viewing an item
  • Personal leaderboard fixes
  • Dropdowns for combat zones

Balance Related

  • Most melee 2h weapons now have increased hit multipliers that will generally increase their effectiveness quite a bit.
  • Shapeless Cleave buffed
  • Living forest drops less apples and more bananas
  • Fixed inversion of AOE damage

Technical Stuff

  • We're still in the process of doing a lot of clean up of the backend, but there should already be some noticeable changes to the player experience because of them, such as improved error handling for inventories that should help reduce the number of inventory transaction errors.
  • There may be bugs inadvertantly introduced due to the cleanup but the cleaning should result in far quicker fixing.

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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QoL

  • 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

Mercenaries

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0.12.6b

  • 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

0.12.6a

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

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

Mercenaries Are In!

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

Miscellaneous

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

Bug Fixes

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

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

  • Quick Shot and Swift Shot have 10s cooldowns
  • All 1.33x ability affinity mults have been increased to 1.5x
  • Empowered Bestial Dagger Speed 2.2 -> 2.1, Strength up to 42, Melee Affinity up to 1.1
  • Increased accuracy of all crossbows
  • Decreased Quick Shot min and max dmg to 0.9 from 0.95
  • Added 'Imbued Charms' which are optional magic damage/acc ammo consumables
  • Added an uncraftable tier (1.4x) of ammo only available from greater gathering chests
  • Naturalist now boosts greater chest finding in all gathering
  • Added additional items to elven gear auging costs, shouldn't be prohibitive, might be too low
  • Added support for de/buffs to ignore prolonging; this has been added to all existing debuffs
  • Implemented 'Pending Resurrection' enchantment
  • Reimplemented the 'Phoenix Flame' set bonus
  • Overheating affects both defensive and offensive stats
  • Acid Splash, Acid Wave, and Armor Rend are now available to players through skill books. They drop from enemies that use these abilities as they are themed as notes that the player takes learning from the monsters. Non-elites have 1/10k chance, Elites have 1/1k chance to drop
  • Reimplemented Resurrection Sickness
  • Mantle of Flame has 2 new abilities- 'Channel Resurrection' and 'Prepare Resurrection'
  • New combat jewelry is tradable + new level reqs
  • Taxing Enchantment Reworked, now boosts junk drops and does not reduce stats
  • Monsters now weaker vs. their special damage weaknesses (slashing/piercing/fire/ice/etc.) Monsters without special weaknesses generally have gotten some new ones.
  • Lesser Demons max hit mult reduced from 1.0 to 0.9 to make lava maze easier early on
  • Doubled 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

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!

Other

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

Miscellaneous

  • 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!

0.12.2c

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

0.12.2b

  • 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

0.12.2a

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

Important Note

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

Combat Balance + Tweaks

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

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

  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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0.12.1a

  • 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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0.12.0a

  • 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