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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