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!
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!
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!
Thanks a lot for all the feedback both in live server and the playtest one!
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.
/maxdifficulty [value]
and /startdifficulty [value]
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.
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!
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.
As part of our work on balancing out the new combat mechanics we decided to look into two major issues:
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.
A lot of combat related balance changes are coming with this update:
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
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!
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:
Some cooking changes are brewing!
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.