The chronicle · patch notes

Since last we met

55 updates of deeds great and small since 0.4.0: a bank, a golden frame for the strip, geese that fly you places, pets, whispers, a town you walk to, and battles in which a whole party fights together. Newest first; pick a chapter from the index.

  1. The newest chapter

    0.25.6

    Go On In

    4 entries

    • The Belfry, on the stripA Raid Dungeon run now plays out on the strip: all nine of you walk the wing's own arena, fight each room where you can see it, and the wardens turn up in their own art. A fork stops to ask 'Which way?', and a line in the HUD tells you where the run stands.
    • Go ›Getting into the Belfry works like Vantablack Vesper now. Press Go › on its Map line or card and you're in the queue; when a party is ready, a ready check pops up (with a badge in the HUD and a notification). Say yes and the run starts by itself. Nobody else around after a minute? Lent Echoes fill the empty seats. Prefer your own crew? Or pick your group still sends invites.
    • Going in aloneA lone hero can always go in, with the Belfry scaled down to match. Lend my Echo's widest setting now reads Anyone, and that's what it means: any party can borrow your Echo, and the post still brings you your cut.
    • Shields you can seeA barrier now shows on every HP bar, so you can tell at a glance how much of a hit it will soak up before it gets to the HP underneath.
  2. 0.25.5Bells and Whistles8 entries
    • Raid Dungeons: the Belfry BelowSomething has been ringing under Idleville. Heroes at combat level 60 and up will find the Belfry pin on the Map: gather a party of three (invite friends by name, or join the queue) and go down. Each hero brings their followers, so that's nine of you walking it room by room: forks the party votes on, traps, chests, shrines, secret rooms your best Dungeoneer sniffs out, and landings to catch your breath before a boss. The rooms roll on while you're busy elsewhere, and a landing waits for you.
    • Three wings and a secretWing I, the Nave, ends with the Bellwarden. Past the Floodgate the road splits: the Undercroft and Admiral Undertow, or the Choir Loft and the Choir Below, three sisters who sing each other back up if you don't drop them together. Two Tide Seals open the Seal Door to the Crown, where Mother of Tides waits. And behind the Floodgate's diving bell hangs something nobody has ever rung. Wardens guard the way, and the Drowned Sexton would like a word about your boots.
    • Ring! Swap! Hold! Brace!Belfry bosses fight live on the strip, and they ask for a hand. When the bells glow, press Ring! on each beat: a Peal rung right leaves the Bellwarden helpless. Swap! trades your rows before a Broadside or the rising tide, Hold! keeps your party off a sister who's pulling ahead, and Brace! takes the sting out of the biggest blows. Miss one and your party still tries, just a beat late.
    • Tidemarks and Purser BrineEach boss pays every hero once a week: XP, gold, its trophy, now and then a piece of its table, and Tidemarks. Purser Brine, the Belfry's quartermaster, sells each boss's table for Tidemarks once you've felled it (no coins, they sink): two new sets, Bellwright's Bulwark and the Undertow Vestments, five uniques, the legendary gem Mother's Undertow and a new avatar, the Bell Diver.
    • EchoesShort a hero? Lend my Echo on the Raid page lets friends and guildmates take a copy of your party down with them, and the post brings you gold for every boss it helps fell. Press Enter with an empty seat and the best Echo on offer fills it, friends first.
    • A quicker PawnbrokerA bag of a thousand pieces and more no longer freezes the Pawnbroker: picking, clearing and selling keep up, and All shown sells the lot in one go. The Bag, Hero and Pawnbroker tabs open faster too, since the game no longer fetches a bag it already has.
    • Daggers, and Craft allSmithing now forges a dagger at every metal, from the Iron Sai to the Starmetal Karambit. And a workshop's Can make now card has Craft all…: pick most XP or your errands first, check the plan, and your hero works through whatever the bag can make, offline too. Precious materials stay put unless you say Use it too.
    • Small thingsComparing a piece now counts the gems that would move over to it with Move my gems on. Followers flung out of the minecart tumble properly instead of filling the log with complaints.
  3. 0.25.4Both Hands Full9 entries
    • Two axes, one BerserkerThe Berserker can finally hold something in his other hand: a one-handed axe. Two axes dual-wield just like two daggers, with an off-hand hit carrying half the second axe's stats, and the axe and dual-wield skills work with both. A greataxe still wants both hands, and anything else in the off-hand naps on him. Every dual-wielder now visibly swings both weapons too, with a new off-hand strike, so the second blade finally gets some credit.
    • Daggers you can seeAn off-hand dagger was easy to miss on your hero. Now it's raised behind the hero in an X, a size up and outlined, and whatever you hold in the off-hand is drawn in front of your cape, everywhere your hero shows up.
    • Queue it upNo more waiting for a fight to end before you can decide what's next. Mid-fight, What next? and the Map stay lit, marked 'after fight': pick Go to Idleville, a gathering spot, a quest, Rest, a dungeon, an expedition or a tall tale, and a 'Next: …' chip with a gold ▾ appears in the sky. The moment the fight ends, off your hero goes. It's kept on the server, so it happens even if you close the game mid-swing. Changed your mind? Press the ✕.
    • Prayer setsSkills › Prayer can now save your blessings as named sets (up to six) and give one to each kind of activity: Fighting, Gathering, Crafting, Dungeons & Tower, Raids, Expeditions & jobs, and Travel. When your hero switches from one to another, the right set goes up by itself, offline too, with a line in the log and on the strip. A blessing you pick by hand stays until the next switch. The gods appreciate the paperwork.
    • Every stat, in plain sightHero › Overview now has a full stat sheet, so nothing hides in a tooltip anymore. And the Wiki has a new Stats page that explains what each stat does, how it's worked out and where it's capped, straight from the game's own numbers.
    • The full-screen viewOn the desktop, the strip can now open into a full-screen view. Press the ⛶ button in the strip's HUD, or Settings › The strip › Full-screen view, to watch the adventure as a big diorama, with the classic battle windows rising during fights. It can run full screen or in a window, and Esc or Back to the strip takes you back. Dewdrop Meadow is the first zone painted in full; the other zones use their strip art for now, with more paint on the way.
    • Tower mannersNo more snacking by hand on a tower climb: Eat is greyed out there (auto-eat still keeps your climber fed). Healing potions by hand are allowed once every five minutes on a climb, and Drink and the strip show the wait. The tower appreciates a tidy staircase.
    • World RaidsRaid bosses are now World Raids everywhere you'll read about them: in the game, on the Wiki, the website and Discord. Same bosses, same loot, a grander name.
    • FixesForgot your password? The reset code now goes to whichever email is on your account, verified or not, and using it verifies the email too. The FAQ says so. A Training Dummy replay no longer lingers after you log out (Hit it! stayed disabled), and Vantablack Vesper's fight now starts at once, even in the middle of a replay. Slayer task kills in a zone scaled to your level pay the task's normal Slayer XP again, not a scaled-up fortune.
  4. 0.25.3No Hard Feelings2 entries
    • The Training DummyA straw dummy now waits on the Now page, and it never takes anything personally. Open its card from anywhere, whatever your hero is up to, wind it to any combat level from 1 to 99 (or My level), dress it in Straw, Armoured or Warded, and press Hit it! Your real party, in its real gear, with its gems, passives and tactics, lays into it for 60 seconds on the strip. Empty its bar and it stands right back up. Shakes it off! Nothing is at stake: no XP, no gold, no loot, no food eaten, and your hero's HP and mana are just as you left them. Report now skips the replay, for the impatient.
    • Know your numbersTick Hit back and the dummy returns the favour, melee, ranged or magic, plain or in any of the eight elements, so you finally see what your resistances, dodges and blocks are worth. The report has it all: DPS, damage, crit rate, the biggest hit, mana, how many bars you emptied and the overkill; when it hits back, the damage taken, dodges, blocks, your resist % and when the party fell (or would have, unhealed). Details break it down per member, per skill and per element. Copy the sheet, or Export… it as a .txt or .csv, and settle that argument in the guild chat for good.
  5. 0.25.2Common Sense4 entries
    • A party that thinksYour heroes and followers no longer cast at random. A heal goes to someone who needs it, not to an ally with a scratch, and when someone is down or under 40% HP, whoever has a heal or a revive ready uses it first, eight turns in ten. Area skills wait for a pack (on a lone boss one good hit does more), One for All only spreads when it pays, curses go to a foe who doesn't have them yet (and nobody tries to stun a boss), and party buffs go up while half the party lacks them. Before, a tenth to a third of all casts went nowhere; now almost none do. Where a heal kicks in is yours to say: the Battle skills card (Hero › Overview, and each follower in Party) has a Heal below line under Tactics, from 30% to 90% or 100% (any scratch), 70% by default. Enemies still pick at random. They've earned it.
    • Three new setsThe Monk, the Rogue and the Cleric get sets of their own, each dropping piece for piece in its zone next to the set already there, from regular monsters, Champions and Elites alike. Comet Palm (Astral Expanse, Wind): punches that now and then echo as a Wind hit (Meteor Shower) and land harder on Windswept foes (Impact Crater). Velvet Alibi (Abyssal Rift, a dagger in each hand): Bleeds and Poisons that bite harder, and at five pieces The Other Alibi, an echo of your basic attack that leaves a Bleed. Bedside Manner (Sunken Spires, Holy): more healing, heals that keep on healing (Doctor's Orders), and at five pieces Second Opinion, Holy hits that mend your weakest ally. Pennywhistle's Wagon and Scale to my level carry them too.
    • Loot that knows youA random weapon, off-hand or body armour that your hero's archetype or a follower in your party can use now drops three times as often, from kills, dungeons, raids, expeditions, finds and Zone Caskets alike. Fists, rare until now, get three new bases at the top (Gravity-Well Wraps at item level 57, Nebula Knuckles at 61, Supernova Cestus at 65) and a unique: The Knuckle of Last Resort, only from the Cosmic Accountant. Once a battle, when you fall, it gets you back up at 20–30% HP in a gust that leaves every foe Windswept, and the lower your HP, the faster you swing (Cornered, up to +20% attack speed). For when diplomacy, retreat and a strongly worded letter have all failed.
    • Vesper, retunedA party that heals on time and saves its area skills for a crowd made Vantablack Vesper's fight a little too easy, so she has been retuned to match: more HP, and she hits harder. She'd like a word with your healers.
  6. 0.25.1Level Headed3 entries
    • Scale to my levelOutgrown Dewdrop Meadow but still missing its set? Once your combat level is above a zone's toughest monster, its card on the Map offers Normal | Scaled to me, zone by zone, adventure zones and fighting grounds alike. Scaled, its monsters meet you at your own level, and everything they drop (and every find on the way) rolls at your best item level, sets and uniques included. XP and gold come at 80% of a zone at your level: that's the price of nostalgia. The offline patrol walks it too, a little gold arrow on the strip says you're scaled, and quests, hunts, Slayer tasks and errands count those monsters as ever. Pennywhistle's weekly set piece now comes at your item level as well.
    • Statuses explain themselvesWhat does Doom actually do? Underlined status words in uniques, set bonuses, archetype and pair lines and the battle log now open a card on hover or a long press: what it does at today's numbers, what puts it on and what makes it better. A Doom going off gets its own log line ("Teenage Yeti's Doom bursts: 52 HP (from your Nightmare)."), a status that didn't stick says "(resisted burn)" instead of claiming immunity, your party's own status icons have tooltips, and the Gems page has a "Puts on" filter. The Wiki has a Statuses page too, linked from every item, set, gem and skill that mentions one.
    • FixesThe expedition errands now read "Finish an expedition" (a recall never counted, a finished one always did), and their Show button opens the Map at the newest expedition you can go on instead of Dewdrop Meadow's picnic. Plant seeds points to Skills › Farming and Merge spare gems to Hero › Gems. Zone Caskets open at your best item level, and the price follows it (26,350 gold at 65). And new heroes no longer walk out bare-handed in rags: each starts in its avatar's kit (a Rusty Sword, a Twiggy Wand, a Bendy Twig Bow or a Woodcutter's Greataxe, with the Hand-Me-Down Tunic and the Colander of Protection).
  7. 0.25.0Open Doorsa milestone16 entries
    • ErrandsEvery hero now gets three daily errands and three weekly ones, sized to your own pace (a daily is about twenty minutes of your play), and idle and offline play move them too. Finish one for errand tokens; finish all three weeklies and the Weekly Hamper opens. All three dailies on days in a row make a streak: up to +30% tokens, a dungeon key every 7th day, and one missed day a week forgiven. Don't fancy one? One free reroll a day and one a week. Unclaimed when the day ends? The Errand Board mails it. Nothing is lost.
    • The errand shopTokens are no item (no trading, no selling): they're for the errand shop in Journal › Errands. Ember Draughts, Warren, Oak, Vault and Ember keys, a Void Sigil, gem polish (300 AP for the gems you wear, rarer gems a little less), an errand gem box and more rerolls, each with a weekly limit. Guild Pots and the Guild Cup pay tokens too.
    • NowA new first tab, Now (the pocket watch): who and where you are, what's under way, the next raid or event, your errands, and Ready · N, everything waiting for you (finished errands, letters with gifts, grown crops, an expedition's haul, a shift's pay) with one Collect all. The panel opens on Now while something's ready. On a phone the bar reads Now · Hero · Bag · Map · Skills, and Chat moves into More. The game still never opens a window by itself: Now is where things wait for you.
    • The offline patrolClose the game while your hero walks on Auto adventure and it keeps patrolling: when you come back, the time away is paid at half pace, up to 24 hours (the steps' XP, gold and finds; no fights, it's a patrol, not a war). The log tells you what it brought home ("6h 12m, 1,240 steps, +8,400 XP…") and Now has a row for it.
    • Zone CasketsMags Lockwood's Casket Cart (Town › Caskets) sells a sealed casket of every zone you've walked: gear at the zone's item level, now and then a set piece or a unique, plus a handful of its materials, for 6 × ilvl² + 1,000 gold. The odds are painted on the lid (Uncommon 44%, Rare 36%, Epic 14%, Legendary 4.4%, set piece 1.2%, unique 0.4%), every 10th casket since your last Epic is Epic or better, every 50th a set piece or better, and a unique you already own turns into 3 of its boss trophy. 50 a week, gold only, no drumroll and no fake near misses. Mags does have to sit down for a unique.
    • Pennywhistle's WagonMadame Prudence Pennywhistle, Old Marta's travelling sister, has parked her wagon in Town › Shops. Every week: a set piece of your choice from a set that a boss you've slain drops (Legendary, one a week), plus a themed stock on a four-week round (trophies and keys, essences and clovers, gems and runes, furniture and pet eggs). Fixed gold prices, weekly limits, and the same round back every month, so no need to dash. The left wheel squeaks in C sharp.
    • The Vanity VaultValentina Velvetrope's Vanity Vault (Town › Shops) sells looks and nothing else, for gold: titles from "the Big Tipper" to "the Insufferably Rich", frames for your chat head and your hero, the Vault Cloak (crimson velvet, white fur, a gold tassel) and its dyes, and banner patterns your guild buys from its bank. Buy once, keep forever, swap for free. "Nothing in here makes you stronger. It makes you look like you are."
    • The Guild PotFinish the week's three guild goals and everyone who pitched in (idle and offline play count) opens a Guild Pot from the Guild tab: errand tokens, a share of gem AP for every gem you wear (it grows with your combat level; rarer gems take a little less) and, from hall level 3, a gem box. One Pot a hero a week. Forgot to open it? It comes by mail on Monday, kept warm.
    • The Guild CupA weekly race between guilds on a theme that changes every Monday (raid blows, tower floors, dungeon clears, bosses, a gathering skill, steps), scored on each guild's best ten heroes and announced a week ahead. The top ten guilds' scorers get errand tokens by mail, and the podium's banners fly a gold, silver or bronze ribbon all week. The Armory has the board, Discord's Hall of Fame and Gazette keep score, and two new achievements await the trophy cabinet.
    • Mottos, notices and newsLeaders can give their guild a motto (it shows in the guild list and on the Armory), officers pin a notice for everyone, and guild chat gets news lines: a member's Unique find, raid podiums, every 10th tower floor, Vesper falling, goals done, the Pot full. Chat ⚙ › Guild news hides them if your guild is very, very good.
    • Hall RoomsPast level 5 the guild hall grows rooms: a Soup Kitchen, Bell Tower, Trophy Room, Training Yard, Workshop and Map Room, three tiers each (500k, 1M and 2M gold). Leaders and officers open one room at a time, everyone chips in from their purse, and every tier built gives the whole guild a small bonus for good (up to +10% HP regen, +3% gold find, 6% less travel time…) and the hall in town a new piece. "Built by" remembers who paid. Hit the dummy, not the officers.
    • Stay for the raidA phone screen that dozes off no longer drops you out of the world raid: your hero goes back by itself when the game returns, and after resting off a knock-out too. And while the game is closed, a hero still at the raid keeps swinging: the server plays a window a minute for you until you're back or the boss is down. Leave still means leave.
    • Tower checkpointsThe Endless Tower remembers now: every 10th floor you clear in a week is a checkpoint, and Map › Endless Tower › Climb offers "Climb from 41" or "From floor 1". Skipped floors pay nothing, Monday sends everyone back to the ground floor, and the ladder is unchanged.
    • Phones, more properlyThe phone's keyboard no longer hides what you type: the game slides up just enough to keep the box and its label in sight, and back down after. A finger dragged on chat or the log scrolls it instead of selecting the text, and the Guild page's member rows fit a phone held upright.
    • Letters with linksLetters got chat's manners: item names open their cards, @names and emoji work, and a "Map › Vantablack Vesper" in the weekly Void Sigil letter takes you straight to her.
    • FixesLatecomers to a world raid no longer patch the boss back up: a hero joining late only adds what they can still hit for. Vesper's nukes no longer one-shot a hero or follower from full health: one nuke now takes at most 75% of your max HP (Brace! still cuts it). Crafted bows, staves and wands named after a metal now need a bar of it: a Steel Recurve Bow was being whittled from maple alone (the Mithril-ish Overalls stay bronze, that's the joke). The Slim strip's HUD fits its 40 pixels exactly instead of everything sitting half a pixel off. Vesper's fight takes the strip at once, even mid-step or mid-battle. The place portrait no longer shows a placeholder tree right after login. And "The The Soup Knights Hall" is just The Soup Knights Hall again.
  8. 0.24.2Second Wind10 entries
    • The fallen stay downWorld raids used to hand out free second chances: whoever fell in one window was back on their feet for the next. Not any more. A hero or follower who falls stays down for the rest of the raid, lying where they fell between windows too, until a revive skill (Resurrection, Second Edition, Smelling Salts, Second Chance) or a draught lifts them, while the rest of the party fights on. A whole party wiped is knocked out and rests as before, then rejoins fresh.
    • The Ember DraughtWhich is where this comes in: the Ember Draught, a rare potion. When someone in your party goes down, it stands one of them back up at 30% HP, and the hero always goes first. Up to 1 per battle, 2 per world raid and 2 per Vesper fight. It goes off by itself the moment someone falls (Hero › Cape & habits › Ember Draughts: in every fight, raids and Vesper only, or only by hand), and in world raids (between windows) and Vesper's fight there's also an "Ember Draught ×2" button on the strip. Brew it with Alchemy 42 (3 Phoenix Embers, a Fibbing Fern and an Empty Vial), or find it as a rare extra in raid rewards (2.5%) and Vesper's (3%). The coughing smoke is normal.
    • Merge sparesForty copies of Fire in the bag? The Gems page now offers "Merge 26 spares…": every gem keeps its best copy, and the spare copies melt into it, each bringing its AP plus a little extra, until the kept copy is mastered. It shows the plan first ("Fire +1,010 AP, Sword Arts L2→L3"), costs nothing, works anywhere, and never touches a locked, socketed or waiting gem.
    • A pawnbroker with a checklistThe pawnbroker now takes spare gathering tools (that bag of 37 iron sickles goes, the one in your hand and the best spare stay), and Pick by item level has a Tools kind. The rarity row sells exactly the rarities you tick, Common to Legendary, each with its count, and a Never line says what's always safe: uniques, celestials, set pieces, locked and worn gear, the tools in hand, upgrades for you or your party, and anything a saved loadout wears.
    • Tactics share their roomAggressive, defensive and support tactics give the skills they favour up to 35% of turns and the rest 15%, and the room one side left used to go to waste: a defensive hero with no taunts, guards or shields skilled on just 15% of turns. Now what one side leaves, the other may use, so up to half the turns can go to skills whatever you carry. The Battle skills card (and the Armory) say so too. Balanced is unchanged.
    • The Wiki meets the bosseswiki.heroesofidleville.com has a Bosses section: the four world raid bosses with their art and a live countdown to the next rise on your own clock, how the raid goes, the boss at hero levels 10 to 99, who gets what and the drop table with exact odds; and Vantablack Vesper's page: getting in, the Void Sigil, the queue, and every move of all three phases with its clock. Homework has never been so dark.
    • Vesper's HUD makes roomIn Vesper's fight your party's HP panel no longer slides back under her bar, and every party's HP bars show again. When she spills over the strip, her bar, the nuke telegraphs and the other parties' cards (a row each, a skull for the fallen) ride in the window above it with Brace! beside your panel; otherwise the bar runs along the stage's bottom. Her big plates (DARK NOON!) now stand over the empty stage to her left instead of on her wing.
    • Honkwell knows the wayOn Discord, Honkwell links things now: the raid post's title to the boss's Wiki page (with its picture), top damage and the podium to the heroes' Armory pages, /hero to your page and share card, /item, /mob and /gem to the Wiki, and a new /wiki searches it all. Heroes who hide from the Armory stay plain text. The how-to-play post gets Wiki and Armory buttons.
    • Phones, properlyPhones held upright: every page now fits the screen. Hero stats wrap onto two rows, gem sockets sit under their gem, long rows wrap, and the Map slides sideways. Small buttons are easier to hit with a finger (the gear eyes, stars, little ×s): a tap just beside one now counts. And the browser game on a phone plays like the app (the stage on top, the pages under it) and brings up the keyboard when you tap a text box, iPhones included.
    • FixesStat passives roll whole numbers: the Stairmaster Sandals give +8 Speed, not +8.373199939727783, and every copy you already own reads properly, no re-roll needed. Brawling, Monk and the other unarmed gems stopped claiming they won't work in fist weapons (in battle they always did). A follower's set pieces now light up their set bonus on the item card (the bonus itself always applied).
  9. 0.24.1Window Cleaning1 entry
    • Only Vesper spills overTurns out one big thing was plenty. The see-through window over the strip now opens for Vantablack Vesper's crown and wings only: everyday fights, the battle zoom and world raids stay inside the strip, as they did before 0.24.0 (a Tall strip at UI ×1 zooms like it used to). And on Linux desktops that blur and shade windows (Hyprland, picom), that window no longer frosts a band of your desktop. Clear glass again.
  10. 0.24.0Element of Surprisea milestone33 entries
    • Eight elementsEvery damaging skill now deals an element: Fire, Frost, Water, Lightning, Wind, Nature, Holy or Shadow (Physical and Arcane stay plain). About four foes in ten, and every boss bar Vesper (who's above such things), are weak to one element (50% more damage) or resist one (40% less). Nobody is immune, just opinionated. Hit numbers, skill names and the log wear their element's colour, and a weak spot says WEAK while a tough one says tough.
    • Finding weak spotsNobody's born knowing what a Brittle Ice Elemental fears. Your hero finds out element by element, as your party lands hits of each, and the log says so: "New: Brittle Ice Elemental is weak to Fire. The Map remembers." The Map's Monsters list shows who's weak or resistant and a card of all eight elements ("3 of 8 tried"), the Journal's kill steps show what you've found, and so does the target pill's tooltip. Try everything on everything.
    • Burn, Chill and friendsElements bring ailments. Burn stacks to three and ticks Fire damage. Chill slows, and a third stack Freezes (bosses stop at two). Undertow shoves a foe's turn gauge back and puts out Burn. Shock makes the next hit land 20% harder, Windswept halves guards and shields for two actions, Doom bursts in Shadow after three, and Mercy lets a Holy hit heal your weakest ally. Poison learned Blight (less healing). Each has its own icon.
    • Heals with mannersHeals aren't all the same anymore. Restore's level 4 is now Mend Wounds (a share of max HP, for whoever's missing the most), Regen's is Lifebloom (overheal becomes a shield), Paladin's Oath hops between allies, and the new Circle gem heals in rings. New supports: Lingering (a heal leaves a little regen), Purifying (lifts a harmful status) and Overflow (overheal becomes a shield; bosses drop it). Old skills keep their names and switches.
    • Heads-up: crit and dodgeSome gear rolled +40% crit or dodge on top of everything else, which is no way to run a stat budget. Crit, dodge and Speed affixes now cost two slots and have smaller tiers; a piece holds at most 10% of each, all your gear 30% crit and 20% dodge, and a hero's crit tops out at 60%. Defence gives a little less dodge a level, too. Your old gear was re-measured, not taken away: every roll kept its relative place in its new range (a lucky roll stays lucky, just smaller) and the other affixes grew by a fifth. A letter in the Post explains. Sorry about your boots.
    • UniqueA new rarity joins the party: Unique, in coral, between Legendary and Celestial. The thirty legendary uniques have been promoted (yours too), with a drop table of their own. Epics and legendaries are a touch rarer as well, as chase items should be.
    • Passives with personalityUniques and Celestials now carry passives with rolled values, shown with tier pips and ranges on their cards: a hit that echoes, a first blow that honks, a fall you politely decline. Seven also teach a skill no gem knows (Rotroot, Final Notice, Bedtime Story, Flip!, Peak Thrust, Last Light, Drop Anchor): it turns up now and then and sits in Battle skills under its item, switchable like the rest.
    • Second thoughts at the temperUnhappy with a passive's roll? The Smithy or the Carpenter re-rolls one for the piece's trophy, some gold and Smithing or Crafting 70, as often as you like. The temper may also add a crit or dodge affix now, wherever the piece's caps still have room (the card says how much).
    • Sets, rebuiltEvery set got a redesign. Two pieces give a small stat and a taste of the set's trick, four give the trick itself, five add a rider, and none give crit or dodge anymore. Set pieces are now as good as a random drop of their level, each rolls a set roll that sets the bonuses' numbers, and elemental sets pair up on their own: pieces of two different sets of one element (one each is enough) share that element's taste for free, such as hotter Burns or sharper Doom, unless a set already has its own.
    • Speed and Attack speedSpeed was doing two jobs, so now there are two stats. Speed fills your turn gauge for every action and is premium: boots and accessories, two slots, +20 from gear at most. Attack speed (Hasty, "of Alacrity") refills the gauge after a basic attack: +50% is half again as many basic attacks, skills not included. The Hero page shows your tempo ("36 turns a minute"), and a small "quick!" floats when the refill won you the turn. Weapon speed is on its card, and self-haste skills keep half your gauge. Old Alacrity rolls became Attack speed.
    • Old gear, new levelsItem level finally pays: a piece's flat stats grow with the level it dropped at, so a rusty sword found at level 30 is a level 30 rusty sword. Old sets reach endgame levels too: every zone boss carries its zone's whole set and Champions and Elites the pieces regulars lack. Uniques and Celestials drop at your level, and every Saturday's Old Haunts (48 hours, Champions three times as common in zones you've outgrown) is the excuse to go back. Standard affixes got 20% bigger.
    • ArchetypesPick a path. From Combat 15 a chip under your hero's name (and each follower's) opens the archetype picker: Crusader, Warden, Berserker, Ranger, Rogue, Monk, Elementalist, Cleric or Shadowmancer, or stay an Adventurer who wears anything. Each path brings fixed passives (Wardens step in front of an ally under 30% HP, Berserkers speed up as their HP drops, Clerics heal 15% better), preset stars and a default tactic. Gear the path doesn't allow naps: it stays on, gives nothing and still counts for its set. The picker names each piece that would nap, and Switch & equip dresses you properly. Switching is free, waits for the end of a fight or run, rides with your loadout and remembers each path's own stars and tactics. Followers pick too, and start in the kit that fits what they wear.
    • Fists and new gearBare fists were finally invited. Monks wield fist weapons (cestuses, knuckle wraps and the odd mitten), and every empty-handed hero now punches instead of slashing at thin air. The paths bring 86 new items: 27 body armours, 15 signature off-hands and main gauches, a signature unique for every path, and four archetype sets (Bloodmoon Reaver, Gatekeeper's, Dawn Vigil and Mountain Stillness) that drop where the other sets do. Wind and Holy now have two sets each, so their element pairs can finally form. Item cards name what they are ("Rare plate armor", "two-handed fist weapon"), so you can see why a Ranger is sulking.
    • Numbers on skillsBattle skills show what a cast really does: a damage range (207–280), a heal (+342–397), a percent heal (+15% HP), a shield or a guard, beside the skill's element icon. Hover for the breakdown: crits, weak and resisted ranges, what the Poison or Doom adds later. It all counts your own gear, element damage and healing done.
    • The ArmoryYour hero has a home on the web: armory.heroesofidleville.com. Public hero pages with the equipped party (and each one's archetype), gems, skill switches, skills and achievements; guild pages; leaderboards for combat, skills, the Tower, raids and more; a name search; and share links with a preview card for Discord, drawn in the game's own look for heroes, guilds and boards alike. Shy? Settings › Show my hero in the Armory switches you off, and your page says you prefer to stay mysterious.
    • Inspect, in its own windowInspecting a hero opens a window of its own, draggable and remembered: the party lineup on top, then Overview (with their archetype), Gear & gems with every socket and gem level, and Battle with skills, switches, share of turns and tactics. There are new Inspect links on the raid board, Raid summary and Uber lineup, and an Armory button. Hiding from the Armory doesn't hide you from Inspect, so heroes in the game can still look.
    • The Wikiwiki.heroesofidleville.com knows everything the game does, because it asks the game. Items, uniques and Celestials with their passives and roll ranges, sets with their element pairs, gems and skills with damage per cast by hero level, enemies with what they're weak to and resist, exact drop odds and where they live, and zones with their weather, gathering and who you'll meet. Instant search (press / to jump to it), filters you can share by link, and always the numbers in force right now: when we tune something, the wiki follows. The Armory's gear cards link straight to it.
    • Come on in, it's freeNo more product keys: download, make a hero with a name and a password (email optional, handy if you lose the password) and you're in. Registering has an optional "How did you find us?", and the website and Discord say come on in, too. On a very busy day the inn can fill up: the game tells you when new heroes can sign up again, and the goose keeps a bed warm.
    • Play in your browser (preview)No download, no install: heroesofidleville.com/play/ runs the game in a browser tab. Your hero walks a big live stage beside the panel (same hero, same world, same goose), and the chat, the Bag and the rest are all there. It's a first taste, marked preview; the full game still lives at the edge of your desktop, where it can quietly keep you company while you work.
    • Heroes in your pocket (Android)Idleville now fits in your pocket. The Android game fills the whole screen and plays sideways by default: the stage across the top, a page opening as a sheet, and a bar of five (Hero, Bag, Map, Skills, Chat) with More for the rest. It turns either way up, follows your phone or stands upright, as you like (Settings › The strip › Screen). Fingers get the mouse's manners: press and hold anything for its card, tap a gem and then its socket to place it. Same account, same hero, same goose. Download the APK from the website (or itch.io); Google Play comes later.
    • One hero, one seatAn account plays in one window at a time now. Log in anywhere else (another computer, the browser, Steam) and the first window goes to sleep with a polite "You logged in somewhere else. This window is taking a nap.", so your hero can't be in two places at once, collecting loot twice. Changed your mind? "Play here instead" takes the seat back in one click, no password, and the other window naps in turn (a nap lasts up to seven days; after a logout, a password change or a start over you simply log in again). "Not you?" lets you log in as someone else. The Idleville team's own accounts may sit in several seats; it's a whole job.
    • A politer town squareChat has a bouncer now. A word filter refuses slurs and severe abuse (mild swearing is fine, you're allowed to be annoyed), and a third refusal in ten minutes earns ten minutes of quiet. Repeats and link spam are throttled, and brand-new accounts can't post links yet. Report… in a hero's menu offers five reasons, and our moderators can warn, mute and delete messages. Global and guild chat is kept 30 days; whispers aren't kept at all.
    • Stuns that stunA stunned foe now genuinely loses its turn: its gauge stands still under the stun icon (1.5 seconds for yours, 1 for theirs) instead of merely emptying, and a Freeze does the same. Bosses shrug stuns off and float "Immune!" while they do (the log says so too), but a raid's Void Shards can be stunned. Tenacity shortens a stun and a cleanse lifts it.
    • Raid bosses, awakeThe world raid boss's turn gauge no longer waits politely while you act: it takes about three turns a window instead of one, so fights run a little longer and bite a little harder.
    • Raid end, tidiedThe DEFEATED! plaque stays six seconds and rolls into the Raid summary button, and only then does your loot line ("#2 in…") speak, instead of hiding under it. No stray team-up pack in the army or lingering greeting, your hero stays with the party at the front, the Raid summary scrolls to fit the screen, and banners shrink to fit a narrow strip.
    • The raid army, in stepThe world raid army had some habits, so we had a word. Back-row heroes no longer freeze on the last frame of a swing, every melee hero and follower now charges the boss, hits and runs back (archers and casters keep their distance and shoot), parties keep their spots all raid long instead of swapping places, and the line stands evenly, no empty patches between crowds.
    • Big things spill over the stripSome things are too big for a strip. Vantablack Vesper's crown and wings now rise out of it, zoomed fights get room to grow, and a raid boss's DEFEATED! debris, damage numbers and loot lines fly past the edge, all in a second see-through window that lets every click fall through to your desktop. HP bars politely stay inside the strip. Prefer a tidy edge? Settings › The strip › Let big things spill over the strip. It works on X11 (XWayland too) and Windows; on native Wayland everything stays inside, as before.
    • Props step aside in a fightTrees and props in front of the stage now step aside in a fight: anything covering a hero or a foe fades out of the way, and comes back once the fight's done. The world raid's army gets the same courtesy.
    • Leaving politelyIn Vesper's queue, Leave during a ready check now simply steps you out (no decline on your record), and a premade group's decline takes the whole group out instead of matching it again at once.
    • Busy hands, open doorA skilling session no longer locks you out of Vesper or a world raid. The card says what you're up to and offers Stop and queue (you keep the haul).
    • Skilling rolls aheadSkilling no longer phones home after every swing: the server tells your hero the next half minute of actions in one go and the strip plays them on time (a 90 second Copper Rock went from 24 requests to 4). Floats stay on pace when the server is busy and Stop never pays less than it showed. The bag keeps up too: a change re-sends only the rows it touches. Fewer round trips, more room for crowds.
    • Shy spots speak upAurora Frostbloom, Fresh Ash Drift, Fallen Star Crater and Rain-Soaked Toadstools only open under their own weather, and now they say so: the Skills card reads "Only under the aurora (not now: Storm in Frostfang Peaks)", and What next? dims its Gather row with the same reason instead of stopping your session. Each is also listed only where its weather can actually come, so no more "Worked in Wildroot Meadows" for something that never grows there.
    • FixesFloating numbers, words and skill names stay on the stage instead of wandering off its far end. The login screen scrolls on a small panel, so Log in and Create hero are always within reach at UI ×2 and ×3. Staves stopped skipping leg day: from the Bronze-Tipped Staff up (the Phoenix, Shardsinger and Voidgazer staves too, and the one in your hands) they have a little more attack and magic power, closer to a greatstaff of their level. Three skill gems made room for the new paths: Crusader is now Sermon on the Mace, Berserker Red Mist and Ranger Falconer (same gems, same levels, same sockets).
  11. 0.23.0Plate Expectations13 entries
    • Armour that mattersArmour now counts against everything, not just the big hitters: every blow is weighed against what a regular foe of that level swings, so good plate no longer sits idle at the soak cap against Vesper and finally earns its keep against the small fry too. Typical gear plays much as before, your best suit shines, and going out in your undershirt is now a genuinely bad idea.
    • Mana from hitsGetting hit now gives a little mana back, more the more HP it costs (up to a tenth of your max mana a blow). Casters spend about half as many turns staring into an empty tank, and getting punched finally has an upside.
    • Rest for manaResting isn't just for scrapes anymore: the party sits down while anyone, followers included, is short of HP or mana, and only gets up once everyone's full of both. Well rested now means properly rested.
    • Skill switchesNot keen on a skill your gem teaches? Switch it off on the Battle skills card (followers' in Party › Skills) and it's never cast, in any fight: the other skills take back its turns, basic attacks the rest. It stays off when you swap gems, and the gem keeps earning AP.
    • A longer VesperThe first Vantablack Vesper went down in barely two minutes, which is no way to treat a colossal and extremely dark boss. A fight now runs eight to ten minutes, with the big nukes spaced further apart so every Brace! counts. Pack properly: Vesper's card on the Map and the queue pop-up now tell you what to bring. A trio that comes prepared wins more often than not; one that doesn't, doesn't.
    • Vesper, polishedVesper's card keeps up with you: finish a dungeon and it stops insisting you're still in one. Everyone in the queue now sees it move and who else is waiting, and after two quiet minutes the brackets next door can team up with yours. Other parties turn up in their own looks instead of the default outfit, and on a Slim strip the boss bar stopped hopping at 10:00.
    • Heroic bosses bite backHeroic bosses hit harder and faster the higher your run level, from 35 up, and their packs got a bit meaner too. A Cb 60+ trio still wins nearly every time, but expect to leave half your HP (or more) on the floor. Bring potions.
    • The raid army spreads outThe world raid army finally has elbow room. Every party lines up behind yours with its followers and keeps its spot instead of teleporting whenever someone joins; newcomers run in, leavers fade out. The boss's area attacks now sweep through the whole army, not just your party, and every fight got a little more room between fighters.
    • Skill bannersBig moves get a banner. Vesper's nukes keep their grand plate in the sky, a world raid boss's signature move gets a raid-orange one with a wind-up bar, and on a Tall or Grand strip a Champion's, Elite's or boss's big skill (or your party's summons and ultimates) gets a small plate over the caster's HP bar. One at a time, so the strip stays readable. Rather not? Settings › The strip › Name plates for big skills.
    • One lookThe New UI is now the only UI. The old look has retired to a nice farm upstate, so its toggle is gone from Settings and every window, pop-up and corner wears the same outfit.
    • A tidier gem bagThe Gems page rolls the loose gems away so the sockets get the room, and sorts them like the Bag tab: Kind, Level, AP, Rarity, Name or Newest, up or down, remembered. The gear window's socket list follows suit, with gems that can't work in that socket dimmed at the bottom.
    • Heads-up: balanceWith armour counting on every hit, the field was retuned around it: everyday foes and big packs were dialled down, Champions and Elites up, so a party in typical gear wins about as often as before, the best-armoured win a few more and bare ones a few less. Heroic bosses and their packs hit harder from run level 35. Vesper lasts longer and has no mercy for a party that skipped the packing list.
    • FixesRaids and Vesper keep to their own cast: no more quest givers or townsfolk wandering into the fight, and Vesper's arena no longer flickers back to town on every hit. Starting to mine (or anything else) while a raid plays no longer strands your hero without a Stop button. And the server got smoother and sturdier under a crowd.
  12. 0.22.0 & 0.22.1Lights Out15 entries
    • 0.22.1: Vesper on the MapCan't find Vantablack Vesper? Look for the black sun out over the eastern sea: it has its own pin on the Map now, and a 'Vantablack Vesper · Open now · Go ›' line over the map takes you straight to its card.
    • 0.22.1: Sigils, seen at onceClaimed your Void Sigil from the Post and Vesper's card still said you had none? It was in your bag all along; the card just hadn't looked. Now a sigil from the Post, the Smith or a sale shows on the card at once, and Queue lights up. And hoard away: there's no cap on how many sigils you hold anymore, and every Cb 60+ hero still gets a free one each Monday.
    • 0.22.1: Tidier barsThe bars on the left of the strip got tidied: your skill shows as its icon and level, the xp sits inside the yellow bar where it can't trip over anything, and HP, MP and xp sit dead centre in their bars.
    • Vantablack VesperVantablack Vesper is open now! Our first Uber raid: up to three parties, nine fighters, against one colossal and extremely dark boss, live and in real time. Bring Cb 60 and a Void Sigil: one lands in your mail every week (hold up to two, the first one today), and more are crafted from the four raid trophies. When the big nukes wind up, hit Brace! in time. The prize shelf: the Eclipse set, the Event Horizon gem, the Void Moth avatar and the Black Sun chat icon.
    • The MapThe World tab is now the Map: a pin for every place, and a card with its quests, tall tales, expedition, dungeon and monsters, odds and drops included (the ones you haven't met are shadows). Every place shows its weather, how long it'll last and what comes next, so you'll know it's raining before you pack the fishing rod.
    • The JournalQuests got their own tab, with a Next up card and a Travel button on every step. Stories are now Tall Tales, followers keep their stories here, and 'Go to…' actually goes. Your hero has stopped calling everything a story.
    • Dungeons go deeperEvery run is now three floors. Each floor ends with a Champion guarding the stairs (its cache sometimes holds the boss's trophy), then a landing to catch your breath (+60% HP for the whole party) or leave with the loot: 'Leave at the next landing' and 'Auto: leave below 40% HP' are on the Now card. Deeper floors meet tougher packs, Champions and Elites, guests from next door and the odd chest with teeth. Rests heal the whole party, and in a party the boss brings an add. Got a pile of keys? 'Keep going until my keys run out' on the dungeon's card runs them one after another, resting to full in between.
    • Traps finally biteSpikes hit the front row, gas poisons everyone, rocks bonk whoever's unlucky. Your Dungeoneering (or Thieving) can spot them for half damage or disarm them for a trap part. Madame Fizzwick trades a full set of parts for a permanent +1 on trap checks, up to +5, and the first set earns you the title "the Unsprung".
    • The raid armyEvery hero fighting a world raid now lines up in ranks with their followers and charges the boss together, Battle Zoom included. Blows land when they actually happen instead of eight at once, and the damage board shows everyone's head the way chat does, capes and all.
    • Longer linksHigh-level weapons can roll link groups of three, four, even five sockets, and every support in a group works on every gem in it. Not happy with a piece's links? Relink it in town: new groups, same gems, and ten misses in a row guarantee a better roll. Putting on new gear now moves your gems into it too (Settings › Gear); what doesn't fit waits in the slot for a roomier piece.
    • Bonuses for everyoneEvery party member now shows their bonuses in a tidy row under their stats: Gear, Gems, Buffs, World and a follower's Nature, each with its icon. Hover for the details, click to pin, and star any stat right there. Followers finally get theirs too.
    • Tools with feelingsYour pickaxe has feelings now. Tools roll a quality like gear, and a Masterwork one swings 18% faster and won't stop telling you about it (the ones you own stay at 100%). Every rolled stat also shows its range and tier right on the card.
    • Hunts and formationsWith a Slayer task or a quest kill step, your quarry is spotted more often where it lives, and the task card says where the hunt goes fastest. On the Party page, click a member to pick them up, then a spot to move them or another member to swap. Esc puts them down.
    • Heads-up: balanceGuards and armour breaks now last a number of hits taken instead of turns, so a break sticks to slow, heavy foes and your guard wears off faster with a whole pack swinging. Heroic dungeons pay by your level: Heroic Goblin Warren no longer prints xp, every Heroic pays about like the field, Heroic Ember Crypt finally pays its way, and dungeon kills no longer drop keys (the boss still does). In a long link group each extra support works a bit less than the last. Old Bramble asks for 8 to 12 kills now (was 10 to 15).
    • FixesHealth bars tell the truth: a 4,400 HP foe at 150 HP no longer looks dead. Summons show whole in Battle Zoom. Long sessions and raids no longer eat gigabytes of memory on some graphics drivers. A slow first connection no longer leaves your bag empty. The pawnbroker's level pick stopped saving your old junk for the tavern crowd and says who it's holding things for.
  13. 0.21.2Name Wrangling1 entry
    • Room for long namesLong follower names (looking at you, Zephyrine the Mostly Adequate) and long hero names now wrap onto a second line instead of pushing the Party and Hero pages wider than the window, and the Pawnbroker's 'Pick by item level' row fits the New UI. No more sideways scroll bar or cut-off edges.
  14. 0.21.1Close Ranks2 entries
    • Battle Zoom for big fightsBattle Zoom now works for big fights too: packs of four or five (champions included) close ranks so the camera can still lean in, and every fight is centred on the action. On a Tall strip at UI scale 1 it centres without zooming.
    • Spells always landDamage spells can no longer be dodged, by you or by your foes, and no armour or ward can soak more than 80% of a hit. The floating '0' over your hero when a curse fizzled now says 'resisted'.
  15. 0.21.0Rank and Filea milestone12 entries
    • Battle ZoomBattles now take the stage: your party and the enemies spread out on a deep floor, each fighter on a patch of ground of their own, with open ground between the sides. On Tall and Grand strips the camera leans in. Followers charge in just like your hero, and loot pops out right where each enemy fell. Not a fan of the zoom? Settings › The strip › Battle zoom.
    • Heads-up, dual-wieldersYour off-hand dagger now hits softer and brings half its stats, so your own damage drops a bit (your party barely notices). Bows and staffs got the love instead. Swap the dagger for a shield, a two-hander or a bow if you fancy; your gear's stats have already updated.
    • Champions and ElitesAny everyday foe may now turn up stronger: a Champion in a gold rim with one trick up its sleeve, or an Elite in purple with two, from Swift and Hardy to Vampiric and Stalwart. Now and then a pack brings two of them, or even three. They hit harder and last longer, but pay more xp and gold, carry better gems and drop their loot at your level.
    • FormationsOn the Party page, put anyone (your hero too) in any of the three places, front row or back. Foes swing mostly at the front row, while their spells hunt whoever is frailest or most hurt. Taunts still pull, and the party's bars follow the order you set.
    • Hit them allArea attacks you can see: Sword Arts now teaches Sweep from the start (in place of Crosscut), Axe Arts Cleave, Bow Arts Volley and Staff Arts the new Flare, each drawn as one big swing across the pack. A few enemies now hit the whole party back, and the tanky ones taunt. New support gems: Chain (hits jump to another foe), Splash (a share spills onto the neighbours), Echo (hits land again, softer), Leech (damage back as mana) and Overcharge (more power for more mana). And a rare or better main-hand weapon may roll Ricochet, bouncing your basic attack to a second foe.
    • Styles, rebalancedShields, quivers, tomes and orbs in the off hand still give all their stats. Bows hit harder, and ranged crit and dodge that only ran into the caps became attack. Casters cast more: a staff makes damage spells half again as likely (up to 65% of turns), a wand a quarter, and an orb or tome in the off hand adds to it, while a staff's own swing lands a little lighter. The Battle skills card shows your boost.
    • No two swords alikeNew gear rolls a quality between 75% and 125% of its base stats, most of it close to 100%: Shoddy, Plain, Fine, Superior or Masterwork, right on its card; what you already own counts as 100%. And item level grows with your hero: a zone's drops climb one level for every two of yours past its entry level (up to five), while raids, Heroic runs, Champions and Elites drop at your own level.
    • Mana potionsFour mana potions, Minor to Grand, refill a share of max mana and then some. Alchemy brews them, the General Store sells the first two, and the strongest drop from magic foes. In a fight your hero and each follower may drink one, on the new Auto-drink slider (below 30% by default). Glug.
    • Gems that growEvery level of a spell or skill gem now makes the skills it already taught stronger, 8% a level (Ember is up 32% by level 5). A gem's card shows its Path: the skills it has learned, how much they've grown, and what comes next, at which level.
    • Followers, on parA follower's Overview and Gear now look and work like your hero's: the same summary, paper doll, upgrade arrows and Equip upgrades. Followers finally use their shield skills (Shield Slam, Bulwark and friends), and the supports linked to them, like All, work too.
    • Bag and starsStats you can star wear a hollow ☆ until you do. Bag sections fold away, remember it, and count what's NEW while folded. Wearing a new avatar shows it as itself, hiding your gear's looks until you open an eye again (your stats don't change). Item art in gear slots is on by default, and in the gear and gem pickers only the list scrolls.
    • FixesJourneys fit a Slim strip: no more sails and sheep cut off at the top, the catapult's rider is in full view, and followers' feet stay above the bottom rail. Team-ups no longer trip over their own feet.
  16. 0.20.3Gem Dandy10 entries
    • Gems, less shyGems are much less shy now: regulars, veterans and elites drop them several times more often, and rarer ones too. Bosses drop fewer gems, but never a pebble: rare or better wherever their level allows. Raids pay gems at the end now: one for everyone who hit the boss, two for the top three. The Gemcutter's Nook now sells the rare supports (All, Focus, Quick Cast, Elemental, Mana Saver) to seasoned heroes, at heirloom prices.
    • A new Party pageThe Party page got a glow-up: click anyone in your lineup to see their gear, skills and story on tidy tabs, and the tavern now asks nicely who to bench before Grizzle barges in.
    • Cards that mean itGem and item cards now tell you what a skill really does in your hands (≈ 96 damage, 5 mana, 44% of the time) in tidy little chips, and say which weapon a gem needs just once. A spell gem owns up that its magic power only helps heroes who fight with magic.
    • Sockets that pick like gearClick any gem socket, on your hero, a follower or an item, and a picker pops up just like the gear one: the gem that's in it with Take out, then your bag's gems with what each would do there, the ones that would do nothing dimmed.
    • Star your favourite statsClick a stat on your Hero page, or a follower's, to star it (twice makes it the one that matters most). Upgrade tips, sorting and the gear picker follow your stars, and every loadout keeps its own stars and the gems in its pieces.
    • Show off in chatShift-click an item anywhere, or pick Link in chat from the Bag's menu, and it lands in chat in its rarity's colour, up to three a message. Everyone can hover it to see its card.
    • A bag that knows its stuffGems get their own section in the Bag, and every skill gem wears a little badge of the weapon it needs. The tool in your hands is marked: the pawnbroker leaves it alone and selling it asks first. Worn gear shows who's wearing it, and the pawnbroker can pick what to sell by item level.
    • Yields you can seeGathering nodes and crops now show what they yield as proper items, with how many and how often, and rare finds rimmed in gold. Hover one for its full card.
    • Settings, foldedSettings got tidy: every category folds away, the ones you use most come first, and a folded one sums itself up in a few words. It remembers which you left open.
    • Odd hours and bleeding foesBleeding enemies are easier to spot, their drop on a deep red plate. And quest givers now tell you when your quarry keeps odd hours, so you know to wait for fog, dusk or rain.
  17. 0.20.2Guild Trip8 entries
    • Find your guildNo guild yet? The Guild tab lets you search for one by name or tag, then Join an open guild or Ask to join with a note. Leaders and officers pick who may join (Invite only, By request, Open to all), accept or decline requests, and can take back an invite they sent.
    • Tooltips got a glow-upEvery tooltip now wears the New UI's look (or the classic one), long ones wrap instead of running off-screen, item tooltips are one tidy card everywhere (bag, shops, market, mail, loot, recipes), and skill gems finally say what they do: what each skill hits for and what it scales from, its status effects, mana, cast time, the weapons it needs, how often your hero uses it, and what the next level brings.
    • Recipes show what they makeEvery recipe in the Workshops and on the Skills pages shows the item it makes: gear with its item level, base stats, the rarities it usually rolls and the sockets it may get, compared with what you wear; food and potions with their heal and buff.
    • Troubles on their sleevesEnemies now wear their troubles on their sleeves: the panel on the right shows every poison, bleed, slow and stun on them (and their shields and buffs), with turns left when you hover. Also, stunned enemies no longer stay stunned forever in the corner of your eye.
    • No secret capsCrit and dodge caps are no longer a secret: your Hero page and your followers' stats show when crit or dodge is capped and how much you really have, and item comparisons dim any that would go over the cap.
    • Home spots behave themselvesEmpty spots now sit on the floor or on a real shelf instead of floating against the wall, and no furniture pokes through the walls any more.
    • Idleville on DiscordJoin from the website's Join our Discord button and link your hero: /hero shows them off as a paper doll in their own gear, linked heroes speak as their heroes in world-chat, and every report and its answers turn up in player-reports, so you can check whether a bug is already known.
    • Steadier connectionsThe game now reuses its connections to the server instead of opening a new one for every request, and keeps a single live link with a heartbeat. Less knocking, same adventure. And the website's front page shows how many heroes there are, and how many are out adventuring right now.
  18. 0.20.1Moonwalk Recall8 entries
    • No more moonwalkingPip and the other followers no longer moonwalk: when they hand out a quest they walk in facing you, stand facing you in Idleville's square, and turn round to leave.
    • Followers with mannersYour followers have learned some manners: they wait for a quest giver to finish talking before chipping in, so no more quest lines cut short or skipped for small talk about sheep.
    • Everybody aboardYour followers no longer wave you off from the roadside: they climb aboard every journey with you, onto the goose, into the stern, a second bathtub, their own minecart, parcel, sheep and balloons, the catapult's bucket (head first, naturally), and they grow snail beards too.
    • Mana that runs lowMana now actually goes down in a long fight: a hero's or follower's basic attack gives back 2% of max mana instead of 5%, so fighters dip to around half and have to pick their moments. Enemies still refill at the old pace. Big-pool casters stay topped up; their spells are cheap next to their pools.
    • Raids at your levelEvery hero now meets the raid boss grown to their own level, so a fresh hero and a veteran each get a fair fight and push the boss's bar just as far for the same effort. The bosses hit a bit harder to make up for it. Bring snacks.
    • Raids, tidied upThe raid boss stands where it should when you switch to Grand or shorten the strip mid-raid, no longer sunk in the ground or hiding behind the target. The party panel stays up the whole time you're at the raid, and the Hit! dial now follows your battle gauge while a window plays, lighting up as your next swing comes.
    • Roomier chatChat got roomier: names sit on their own row with bigger heads, chat icons and emoji, and a player's messages share one header. Prefer it dense? The ⚙ next to Pop out switches to Compact, and picks the text size and which bits show (time, guild tags, titles, levels, heads).
    • No more stutterNo more stutter on every xp and gold grant: the panel no longer rebuilds pages you aren't looking at, and the Skills page, Bag and Hero update in place (worst with a big bag).
  19. 0.20.0Combat 2.0a milestone15 entries
    • Heavily unbalanced, probablyTell us what breaks! Combat 2.0 rebuilds fighting from the ground up, and anything this big wobbles before it settles: some fights will be pushovers and some bosses downright rude. Send a report from the game or write to support@heroesofidleville.com (a real person reads every one) and we'll sand the edges down in the next patches.
    • Battles with a partyFights are Active Time battles now: your hero and up to two followers against packs of up to five, every gauge filling at its owner's speed. 10 followers join from quests, discoveries, bosses and dungeons, each with a voice, a weapon and gear of their own, and Aggressive, Balanced, Defensive or Support tactics decide how each of them fights. A slow weapon swings harder and a quick one lighter, skills included, so Grizzle's maul hits like a door and Fennel's daggers like a flurry. And they chat: dozens of lines each, plenty of them to you by name.
    • Skills live in gemsEvery skill and spell comes from a gem socketed in your gear: 137 of them, from common Fire to the 12 legendary ones. Gems earn AP in battle, grow through five levels (each asks ten times the AP of the last, so a mastered gem is a real trophy) and bud a copy when mastered; support gems link to their neighbours. Each gem shows its own chance and roughly how many turns it'll get, and mana comes back with your basic attacks. A gem your weapon can't use (sword arts in a longbow's hands, say) wears a red "won't be used" frame, judged for the hero and each follower by what they hold; socket it anyway if you're planning ahead. Take a piece off and its gems hop back into your bag.
    • Tactics set the skill capBalanced shares a quarter of the turns among all skills. Aggressive lets attack skills take up to 35% of turns and keeps the rest to 15%; Defensive does the same for taunts, guards and shields, and Support for heals and buffs. Every follower follows its own tactic, so a Support healer and an Aggressive brawler can share one party.
    • Mana gear and four new battle affixesStaves, greatstaves and wands carry max mana, robes, hats and hoods mana per attack, the ones in your bag included. Four battle affixes join the loot: Siphoning (of Second Helpings) tops the party's mana up whenever an enemy falls, Thrifty (of the Miser) makes skills cheaper, Eager (of the Early Bird) gives a head start on the gauge and Virtuoso (of Showmanship) makes skills hit and heal harder. And the four magic power affixes that sounded like armour now say what they do: Sturdy is Runed, Stalwart is Arcane, of the Turtle is of the Owl and of the Wall is of the Magus, on the gear you already own too.
    • A much bigger bestiary227 enemies, most of them new, with 146 enemy skills between them. Veterans lead the packs, tiny foes act often and huge ones hit like a falling wardrobe, and every one of them flinches and falls with its own animation.
    • Something worth doing everywhereRaids scale to whoever joins and every dungeon has a Heroic mode at your level. The tower is a weekly ladder with tokens and a shop, and the seven fighting grounds are gem and Slayer grounds. Stories pay at your level, jobs pay better, expeditions bring home materials, mini-game wins boost your haul, and road pickpockets turn up curios.
    • Trophies with a purposeBoss and raid trophies are crafting inputs now, with fourteen new ones to collect: Reforge a set piece a rarity up, Temper a unique with one more affix, or make the new top-tier potions and furniture.
    • The Sparring PaddockThe Paddock sends one sparring partner per fighter, matched to that fighter's weapon level and paid in weapon xp. Partners for a brand-new hero put up a real fight now instead of folding at a sneeze, and still go down in a couple of honest blows. No loot, no gems, no hard feelings.
    • A taller strip, if you likeSettings has a Strip height: Slim (as before), Tall or Grand. The taller ones add a real sky, bubbles of two or three lines, bigger summons and raid bosses, and a party panel with every member's HP, MP and gauge while a battle plays.
    • A new HUDAt Tall and Grand your level, gold, HP, MP and XP sit on your own card in the party panel. Slim gets the same green HP bar with its damage ghost, the XP track and a thin mana line between them. Mana refills live between fights and follows every blow in battle, and mana from a kill shows the moment the enemy falls. The foes line up on the right: long names shrink to fit, and a pack of two or more is listed enemy by enemy, with its HP, who's down and who you're aiming at.
    • The New UI for everyoneThe New UI is the default look now. Went back to the old one? It stays yours, and Settings → Look → New UI flips between them whenever you like. On a short screen its menu shrinks to icons to leave the page room, and a page that still doesn't fit scrolls instead of losing its bottom.
    • Menu tabs on the stripSettings → Strip's left swaps the stats plate for the menu tabs: one click opens any page, another click on it closes it again. A thin HP line stays under them, so you still see how your hero is holding up. The Mail tab now shows how many letters are waiting unread, there and in the panel.
    • A calmer paceFights felt like a film on fast-forward, so the gauges fill slower again, and Night Shift's pay is tuned to match: time away still counts, just not more than walking.
    • FixesGems left in pieces you took off before this update are handed back to your bag, once. Windows: with Reserve space on, the strip now stays at its screen edge on scaled displays and on monitors left of the main one. Farming and What next plant your best seed, not the first in the list, and a level-up opens its new spots, recipes and seeds in What next right away. Switching Auto off mid-fight now tells you the blow already swinging will land. A ranged hero's shot at a raid boss lands in its turn, summons at Grand hit the pack, and a knocked-out hero no longer rests under a party panel stuck at 0 HP. The quest givers' talk, and every other pop-up from the strip, now stays whole on screen and clear of the strip at any edge, height and size, and scrolls when there's more to say than room. A tool with a long list of stats wraps it on its card, so Start stays in view, and no page can stretch the panel wider any more. The shop keepers' buttons wrap into rows, and a gathering spot that closes as you arrive is passed by. The game also travels lighter, without the editor-only helpers it used to carry, but we're still chasing the slow memory creep some of you see: if your game gets heavier over a long day, tell us with a bug report from the game or at support@heroesofidleville.com.
  20. 0.16.4Sets & Sensibility5 entries
    • Twenty-six gear setsGear now comes in sets: wear two, four or five pieces of one and they grant a bonus together, from the Goose-Down Set up to kits for the far zones. The item details list every piece and which ones you own. Along with them, 140 new helmets, armour, boots, trinkets and weapons, five of them unique, each with its own look on your hero.
    • A ladder of healing potionsEight healing potions, from Minor to Heroic (and Grandma's emergency soup), heal a share of your max HP rather than a fixed amount, so a good one stays good as you grow. Auto-eat picks the one that fits what you're missing.
    • Search every recipeEvery crafting page (Smithing, Crafting, Cooking, Alchemy) has a search box. Type 'iron' and you get everything called iron, made of iron or made with it. It keeps your text while your bag changes, and works with the tabs and 'Only what I can make'.
    • Ask for a featureSend a report has a new kind of letter: Feature request. Dream big; a real person reads every one.
    • FixesOn Windows the menu no longer stops listening to clicks until you close and reopen it (turning on the New UI in Settings did it every time). Hovering gear in the gear window no longer throws a giant copy of its details over the menu. Thieving targets now say whether they're a stall (safer, pays in goods) or a person (riskier, pays in gold).
  21. 0.16.3Right on the anvil3 entries
    • Tools that meet their workEvery rock, tree, patch, station and pocket now stands where your hero's tool actually lands: the pickaxe on the rock, the axe in the trunk, the ladle in the pot. And the anvil got a rebuild, low and square with the smith, so the hammer comes down right on the glowing bar.
    • Nobody left behindA trip that ended straight into work (fishing at the cove, say) left its ride standing on the strip: a snail, a goose, a balloon. Rides now pack up however a trip ends.
    • Menus on LinuxDrop-downs and menus, like the guild bank's amounts, no longer hide behind the panel or let clicks through to what's under them on Linux desktops.
  22. 0.16.2Shoulder to shoulder5 entries
    • Raids, up closeThe other heroes at a world raid now fight right at the boss's side, arriving from behind it and swinging into it, while your hero dashes in at the front. Their hits go in your log while you're there; a big crowd's are rolled up into one line every few seconds.
    • Loot for everyone who helpsRaid rewards no longer depend on damage. Land 5 blows and you get the full reward, the same as the strongest hero there: the xp, the gold, the items and the same chance at the rare ones. A few blows still earn a little something. The top three by damage get a bit of extra gold (and #1 a bonus roll), #1 earns the boss's title, and the podium gets the raid legend chat icon by mail.
    • Swings with weightThe sword winds up, sweeps a proper arc in your weapon's metal and sparks where it lands, with the hit and the number right on the impact; crits get a double edge and a split-second freeze. Bows draw longer and loose new arrows, staves throw new bolts, and each lands with its own burst.
    • Some of a stackPay part of a stack into the guild bank or take part of it out: a click on a stack offers round amounts, half, all or any number you type. Shift-click still moves the lot.
    • FixesA player's menu clicked low in the chat now opens right above their name, not up at the top of the screen.
  23. 0.16.1Room to talk5 entries
    • Mentions that mentionWrite @Name and it shows as a name chip you can click. When someone mentions you, their line gets a gold band, the Chat tab and your strip wear an @, and a notification can tell you (Settings → Notifications). Type @ and two letters and the chat suggests who you mean.
    • Chat in a window of its ownTick Pop out in the chat's header and the whole chat, history and all, moves into its own window. It stays open with the panel shut and remembers where you put it; Whisper, Mention and the strip's badge bring it to the front. Close it and the chat is back in the panel.
    • A smaller menu, if you likeIn the New UI, Settings → Look → Menu tabs picks the panel's tab size: Big as before, Compact at about half the height, or Icons only in one slim row, names on hover.
    • Linux in one fileLinux now downloads as an AppImage: one file, chmod +x and play, and it updates itself like the rest. The plain binary is still there under the ▾.
    • FixesThe leaderboards fit the panel again, the World tab no longer opens with an empty list now and then, and the strip's tray arrow points the right way: › to open, ‹ to tuck away.
  24. 0.16.0Welcome to Idlevillea milestone16 entries
    • Idleville is a place nowThe town is no longer a tab you open from anywhere: it's a place you go, a 20-second trip from wherever you are, like any zone. It's safe, with no fights, nothing to gather and no pockets to pick. The shops, the pawnbroker, the bank, the well, the market, the workshops, the job board and your home all work there and only there; looking is free from anywhere, and every Town page offers a one-click trip home. Loot filters still sell as the loot drops, wherever you are.
    • Heroes in the squareIn town you finally see the neighbours: the other heroes there stroll about the square in their own looks, up to six at a time (friends and guildmates first) and a +N for the rest. Hover for a name, click to whisper or add a friend.
    • Quests from peopleThe Turnip King, Granny Bramble and the other quest folk now wait in the square: a ! over them when they have a tale for you, a ? when one is ready to hand in. Accept a chain from them and bring its last step back to them; every step in between is turned in wherever it happens. And whenever a character speaks, anywhere, they walk onto the strip in person.
    • Always know what's nextA quest tracker on the target pill reads your next goal: 'Defeat Opinionated Sheep ×6 · 2/6', 'Go to Whispering Woods' or 'Hand in to Granny Bramble in Idleville'. Pick the chain it follows with Track in the journal. Steps that just need you somewhere (at dusk, in the rain) now stay done once you've been there, and the enemies a kill step or your Slayer task asks for turn up more often.
    • The path aheadThe strip shows the next three things on your hero's road: standing in the scene ahead of them, coming a spot closer with every step, and as three little icons at the far end. Hover them for the whole queue. In a dungeon they are the rooms ahead, and the hero now walks the corridor between rooms instead of standing about. Both can be switched off in Settings.
    • Rest by the campfireHP now comes back 20% at a time: every five minutes on the move, every 30 seconds at the camp. Low on HP with no food, your hero pitches a little campfire and sits until full, grilling a raw minnow or crabapple from the bag for half its Cooking xp. Rest at least a minute to full and you're Well rested: +5% xp for 10 minutes. Get up whenever you like.
    • Snacks, sensiblyAuto-eat is now on for everyone at 70% HP. And mid-fight, a hero below that line takes one bite instead of a swing, once a fight, so a full bag carries you further without making bosses a picnic.
    • What next?The little ▾ beside the step button opens What next?: adventure here, travel, gather, farm, craft, work a job or rest, and repeat your last spot, recipe or shift in one click. Its last row reopens the While you were away summary. Gathering, from here or the Skills tab, now happens where you stand, or your hero walks to the nearest zone that has it: no more teleporting.
    • A strip that talks less, if you likeSettings has Chattiness: Chatty (the default, everything as before), Normal (routine chatter at most every 50 seconds) or Quiet (just what matters). The bubble is one slim line now, so you see the scenery behind it, and dungeon lines are said once. Or send every line to a Text band above, below, beside or inside the strip, with its size, lines, background and fading yours to pick.
    • A gentle startNew heroes start with a small panel and strip that open up as they go: the Town after the first fights, Skills when First Steps sends you mining, the Market at Adventuring 8, each one announced and glowing until you look. Heroes from before keep everything, and Show everything in Settings opens it all at once. The tutorial's cards and marching gold highlights now point right at what to click.
    • Hands to yourselfPicking pockets on the road is now your choice: it's off until you tick Pick pockets on the road, in Hero → Cape & habits or on the Thieving page. When it happens, the strip says so on a line of its own: the gold and xp, or the bop on the nose.
    • Try it onClick an item in the Bag and it opens in a window of its own: the details, how it stacks up against what you wear, and Equip, Sell or Lock. Right-click for the quick menu. In Hero → Overview a gear slot opens everything in your bag that fits, best first, with the comparison as you hover. And the new Tools row lets you choose the pickaxe, hatchet or rod your hero swings, or leave it on Auto for the best in the bag.
    • Fresh achievementsAchievements you've just earned wear a NEW tag until you've had a look, with a count on the Hero tab. Filter to New, sort Newest first, or Mark all seen.
    • Honk in chatType :goose: and a goose it is: nearly a hundred pixel emoji for chat, with a picker by the chat box and suggestions as you type a colon. And heroes who go above and beyond can be awarded a chat icon by the staff; it arrives by mail, to wear beside your name.
    • A fresh start, if you want oneSettings → Account can start your hero over, keeping your cosmetics and achievements if you like, once a week. Or delete your account: it waits seven days, and logging in before then calls it off.
    • Polish, and a peek at a new lookDarker inks that read on the parchment, drop-downs that no longer eat clicks, tooltips drawn inside the panel instead of in windows of their own, a spacing pass on every panel, fog that stops blinking, a thief who runs behind your hero, and Hyprland support for classic hyprland.conf setups, with space reserved on the right monitor. The guild bank gets the Bag's search, sort and filters. Fixed: heroes who could walk on forever with nothing happening, a Stop button that hid off screen when you started a skill (it now sits right on the thing you're doing), and a button that quietly redrew itself 30 times a second. And a first look at the New UI, framed panels and chunky buttons: try it in Settings → Look → New UI (preview), and switch back any time. It's still being polished.
  25. 0.15.0Back on your feet6 entries
    • Fights you can winWalking the world no longer wears your hero down to nothing. Everyday enemies out in the wild hit a little softer, a full heal takes half as long, and after a defeat your hero rests all the way back to full HP instead of limping into the next fight. A hero at its zone's level now wins about nine fights in ten. Bosses, dungeons and the tower are as tough as ever.
    • A tidier stripThe little icons between Auto and Menu now fold away behind a chevron; a gold dot on it tells you when something inside is waiting. The strip also keeps its length when the raid skull or other icons turn up, so nothing gets pushed off your screen any more. And Show on the World tab now takes you to your job or skill from anywhere.
    • Jobs with more to sayEvery job now has sixteen lines of its own, dealt like a shuffled deck, so the goose herder talks about geese and you won't hear the same joke twice in a row. The job board shows the pay just once per card, for the shift you picked.
    • While you were away, for realThe welcome back and its summary of what your hero got up to now also work on Linux desktops like Hyprland, which never used to tell the game you had gone.
    • Meet the teamAdmins and moderators now wear a little crown or shield and their own colour in chat, whispers and profiles, so you always know who's from the Idleville team. Names that pretend to be staff are kept for the real thing.
    • Never locked outAdd an email in Settings under Account and confirm it with a code, and a forgotten password is no longer the end of the road: Forgot password? on the login screen mails you a code. It's optional but recommended. You can also change your password there, and tick a box for the occasional newsletter.
  26. 0.14.2Hats on straight1 entry
    • One hat at a timeHoods and cowls no longer wear a tiny second hat floating above them: the peak now sits on the hood where it belongs. Starforged's halo tucks away under a helmet too, and gear turns round with your hero on the very same frame.
  27. 0.14.1Looking the part4 entries
    • An eye on your gearWhat your hero shows is now chosen right next to the gear: each slot on the Hero tab has a little eye. Open, and that piece shows on your avatar; crossed out, and it still counts, just out of sight. One click, and your hero changes on the spot.
    • Every piece looks the partWe held all 174 wearables up to the light and fixed 71 of them. A pickaxe is now a pickaxe, not an axe, and skullcaps have their spike. The teapot, flowerpot, colander, halo and turnip hat each got their own shape, and so did crowns, winged boots, clogs, skates, cleavers, crooks and the Red Pen of Final Audit.
    • Slashes where they landA sword swing no longer flashes across your own face. The slash now lands on whatever you hit: the enemy, the raid boss, or the foe your partner is fighting.
    • Message of the day, out loudWhen the team posts a message of the day, your hero now reads it out on the strip, so you see it even with the panel closed. Once per message, promise.
  28. 0.14.0Dressed for the fight8 entries
    • Wear what you wieldYour hero can now show the gear they have on. In the Hero tab's Wardrobe, tick Weapon, Helmet, Armor or Boots and that piece appears on your avatar, in its own metal: bronze, steel, gold, mythril, obsidian or starmetal. Others see it too, when you meet on the road or fight side by side. Tick nothing and you look just as before.
    • Raid togetherAt a raid boss you now see the others fighting: up to four heroes beside you, friends and guildmates first, with a cheering crowd and a count of the rest behind the boss. The little podium next to the boss's name opens a live damage board with your own rank. Raids are no longer joined for you: a skull on the strip takes you to the boss and back, whenever you like.
    • A longer road to 99Every level now takes twice the xp, for every skill alike, so gathering no longer races ahead of fighting. Nobody lost a level: your xp was doubled with the curve, so you are exactly where you were.
    • The job board, sortedForty-three jobs now, sorted into Labour, Tavern, Crafts, Guard, Court and Oddities. New ones include goose herder, dungeon janitor, mimic feeder and golem babysitter. The workshops got tabs too, so weapons, armour, tools, food and potions each have their own list.
    • See what you foundLoot you haven't looked at yet wears a little NEW tag in your bag, and a stack that grew shows +3. The Bag tab counts them, and a New filter lists only those.
    • Know when it's doneWhile you cook, smith, craft, brew or bury, the right side of the strip fills a bar and says how many are done and how long is left.
    • What's new, right in the gameAfter an update a small scroll on the strip shows these notes, and a ready update gets its own button: one click and you're on the new version. Whispers you haven't read put a pink bubble on Menu, and messages from the team now appear on the strip.
    • A notice board for rainy daysIf the game can't reach its server, you'll now see why: planned maintenance, or a note that we're already on it, right on the login screen and the strip. Maintenance is announced in the game a little before it starts.
  29. 0.13.0Letters & festivals6 entries
    • A mailbox on the stripA little envelope next to Menu opens your Mail. Found a bug, got an idea or a question? Write to the Idleville Post: a real person reads every letter and writes back, and the envelope lights up when they do. Letters can also bring gifts, gold, items or a boost, that you claim with one click.
    • Special eventsFestivals now come to Idleville: Double XP weekends, treasure weeks with more gold and loot, harvest days for gathering and crafting, raid nights and the odd fog that won't lift. When one starts, your hero tells you, a star shows next to your combat level, and World, Events lists what's on and what's coming.
    • A crowd of new facesThe people on your road now come in more than a hundred new looks: stout merchants and young ones, knights in brass or black, bards with flutes and accordions, grannies in fur hats up in the snow. The same step always shows the same person, and zones dress their own.
    • Ten new pockets to pickA wandering bard, a knitting granny, a retired pirate, a bog toll clerk, a guard captain, a gnome tinkerer, a high priest, a merchant prince, a stargazing astronomer and, at level 99, a sleeping hoard dragon. Every target now has its own rare find, and its own thing to say when you're caught.
    • Jokes that live hereOver a thousand lines that leaned on internet jokes now tell them Idleville's way: the torch that sets its own bracket alight still says 'This is fine', but it's the torch saying it. Every line also fits the speech bubble now.
    • Sizes and stacking your waySettings has separate sizes for the strip, the panel and the pop-ups, from 1x to 4x in steps of 0.1, so 2.4x is fine too. And if you'd rather other windows could cover the game, turn off Always on top.
  30. 0.12.0Good company11 entries
    • Heroes meet on the roadOther heroes wandering the same zone now cross your path. Usually you wave, chat a bit and walk on with Good company, +5% xp for ten minutes. Now and then you team up against a monster, and each of you gets the kill, the xp and your own loot. Click them to whisper or add them as a friend.
    • Raid bosses go out in styleA beaten raid boss no longer vanishes on the spot. The last blows land faster and faster, it cracks, glows and bursts into coins and confetti, and your hero celebrates. A summary follows with your damage, rank, reward tier and loot, and it stays pinned so you can read it again. Then a proper curtain takes you back to where you were. Bosses that escape get a taunt and an exit of their own.
    • Fairer raidsA raid boss now grows with each hero who joins it, by how hard that hero hits, so a strong hero can't flatten a boss meant for everyone. Your HP also no longer creeps back up between your raid blows.
    • Six new ways to travelA grumpy ferryman (who takes a break mid-river), a bathtub under a towel sail, a runaway minecart, a sheep blown up into a hot-air balloon, the Snail Express (grow a beard on the way) and a donkey cart chasing a turnip on a stick. Boats turn up by the water and the minecart near the mines.
    • More faces to wearThe starter looks you didn't pick now unlock with early milestones, like 250 steps or your first potion. Nine new basic outfits, from the Shepherd to the Gravedigger, drop rarely in their own zones. The Wardrobe shows how to get each one.
    • Rare finds everywhereEvery rock, tree, fishing spot and forage patch now hides a rare find or two: bird's nests, amber, fossils, fire opals, messages in bottles, four-leaf clovers and more, each used in a recipe. There are 33 new gathering spots and 45 new recipes, so every ten levels has a few of each.
    • Snacks on the wayFights and steps now sometimes drop a plate of food suited to the zone, so your hero has something to eat without cooking it all themself.
    • Blessings to choose fromPrayer now has seven tiers of blessings with six choices each, from +5% armour to double gathering yields, pet finds and faster travel. Pick one per tier. You can also bury every bone and ash in your bag in one go, best first.
    • Weather with a mind of its ownWeather spells now last a different, random time (storms are short, clear skies long), still the same for everyone in a zone. Fog rolls in as layered pixel banks, with a thin wisp in front of your hero.
    • A tidier Hero tabYour gear sits right under your summary, and the other cards fold away. Clicking a slot lists what you could wear, best upgrade first, with every stat change in green or red and a side-by-side look at the item you're wearing.
    • The right level on the stripIn a gathering location, the bar on the strip shows that location's skill instead of Adventuring.
  31. 0.11.2Right in the water1 entry
    • Coins land in the wellA coin tossed into the wishing well used to stop in mid-air under the roof. It now drops into the water, and the splash and the wish's sparkle rise from the water too.
  32. 0.11.1One stop at a time2 entries
    • Walking up to things, onceYour hero paused for a moment every time a step went out to the server, then walked on and stopped again at what they met. Now they keep walking until they reach it, and stop just once.
    • A foreground you can seeFences, signposts and critters in front of your hero only fade a little as they pass, instead of almost vanishing.
  33. 0.11.0An ever-living world7 entries
    • Fighting groundsEight new places made for fighting, from the Sparring Paddock (the referee is a goose) to the Voidwatch Bastion at the edge of everything. Each one gathers the monsters of its neighbouring zones, so your hero fights far more often there. Find them under World, Travel, Fighting.
    • XP that says where to goFights, steps and skilling now pay more when the challenge is above you and less once you've outgrown it: Extra, A little extra, Base, Less and Least, never nothing. Travel cards show what each place gives you right now, and so does the target pill in a fight.
    • Drops that keep upLoot found in zones below you is lifted halfway towards the level of the best zone you can reach. It's still worse than what the right zone drops, but no longer useless.
    • Everyone shows upWhen a step mentions a granny, a referee, a goblin clerk or a crowd, they're actually there now, with their own little animation, and they walk into view as your hero comes up to them. Gathering on the way takes a few proper swings, and the foreground is full of fences, signposts and critters.
    • A better slimeEvery slime is now a squashy gumdrop with a face, a wobble and a hop, instead of a plain circle.
    • Finding your wayTravel has Adventuring, Gathering and Fighting tabs. Places where your next quest step happens get a gold !, and hovering a place lists its monsters and gathering nodes. A 'While you were away' tab on the strip sums up what your hero did while you were gone.
    • Pick your training on the stripClick the sword next to your combat level to switch which combat skill your fights train. And while a Slayer task is on, its monster turns up a bit more often.
  34. 0.10.0First steps3 entries
    • Your hero shows you aroundNew to Idleville? Your hero now teaches you the game themself. First a quick tour of the strip, a gold glow on each button as it's explained. Then First Steps, a short tale told by the hero: equip a sword, win three fights, travel to the quarry, mine some copper and smelt your first bronze bar. It comes with a starter kit and ends with an achievement and a title.
    • A word when you find something newThe first time you reach dungeons, a raid, a guild, pets, your house, loadouts, the focus timer, bones, the chat or the ranks, your hero has a line or two about what it's for. Everyone gets the tour, old heroes too; skip it or replay it any time in Settings.
    • A face of its ownThe game has its own icon and logo at last: the strip's gold frame as a window onto an evening in the meadow, where the hero is sorting out a goose. It's on the game, the taskbar, the tray and the website.
  35. 0.9.12Room to read1 entry
    • A readable panel on short screensOn a short screen the panel shrank to its smallest size to fit. It now keeps a readable size and gets a little shorter instead, its tabs scrolling. With Reserve space on, it also no longer counts the strip twice when working out how much room there is.
  36. 0.9.11No more freezing2 entries
    • Moving the strip, instantlyWith Reserve space on, moving the strip to the other screen edge or changing the UI scale froze the game for a long while before the strip showed up again. It now moves at once.
    • A frame lit the right way roundAt the top of the screen, the strip's gold trim now runs along its bottom edge, facing your desktop, and the edge against the screen sits in shadow, just as it does at the bottom.
  37. 0.9.10Open to every window1 entry
    • Logging in on a fresh WindowsOn a new Windows PC or VM the game could say "Secure connection to the server failed" before you ever logged in. The game now brings the certificates it needs to talk to the server, so it connects on any Windows, fresh or not.
  38. 0.9.9Back in place2 entries
    • Pop-ups where they belongOn Hyprland with more than one screen, the levels overview and the strip's tooltips opened on the wrong screen or over the wrong end of the strip. They open next to what you clicked or hovered again.
    • A panel that fitsA long hero name next to a long zone name made the Hero tab wider than the panel, cutting off its right edge and the close button. The line now wraps instead.
  39. 0.9.8At home on Hyprland1 entry
    • A tidier strip on HyprlandOn Hyprland the strip no longer wears a window border, follows you to every workspace, and its tooltips and pop-ups open where they belong instead of in the middle of the screen. Your own Hyprland config is left alone.
  40. 0.9.7Out in the world1 entry
    • Heroes of Idleville is outThe game now lives on its own public server, and you can download it for Windows and Linux right here. Register with your product key, pick a hero, and it keeps itself up to date from then on.
  41. 0.9.6Back on the road1 entry
    • Walking again, and a calmer typewriterYour hero walks on while news plays after a step instead of standing still, the bubble types at a gentler pace, and every line on a trip gets time to be read before the next one comes.
  42. 0.9.5Typed with care1 entry
    • A typewriter in the bubbleYour hero's words now type themselves out letter by letter, and a long line scrolls smoothly up through the bubble instead of flipping pages.
  43. 0.9.4A tidier timer1 entry
    • A focus menu that fitsThe focus timer's menu is now a small panel of plain buttons, sized like the rest of the strip, with + and − for your custom focus and break lengths. It answers the mouse properly on every desktop.
  44. 0.9.3Longer roads, deeper dungeons3 entries
    • Hundreds of new travel linesEvery way to travel, from the goose to the runaway cheese, now has a dozen ways to set off, forty things to say on the way, fifteen landings and fresh reactions to what happens mid-flight. Lines you heard on your last trips wait their turn.
    • Dungeons with more to sayEach dungeon's fights, traps, chests, shrines, rest stops and bosses now have many more lines, and a run never repeats one. Long lines stay up until you've read them before the next room comes along.
    • Menus that stay openThe levels overview and the focus timer's menu no longer close the moment the mouse moves (on desktops where focus follows the mouse); they close when you pick something, click elsewhere on the strip or press Escape.
  45. 0.9.2Something new to say1 entry
    • Fresh lines at every turnSetting to work, packing up, heading out on an expedition, clocking in and out of a shift: your hero now picks from a pool of lines for each, and never says the same one twice in a row. Workshop and job transitions name where you're going.
  46. 0.9.1Blue skies & a quick look3 entries
    • All your levels, one click awayA little arrow at the strip's left opens every skill at a glance: its level, the bar to the next one and how long that takes at the pace of your last hour of play. The strip's xp bar now follows Adventuring, or whatever your hero is working on.
    • A sky by dayDaytime has a real blue sky now, greying under clouds and rain and glowing orange in a sandstorm; the stars still keep the space zones dark.
    • Fixes & tuningHp comes back over five minutes instead of 100 seconds, so fights leave a mark. The focus timer's menu no longer hides its last rows behind the strip.
  47. 0.9.0Home & talesa milestone4 entries
    • A home of your ownA cottage in Idleville that grows into a house, a villa and a manor. Furnish it with pieces you craft, find on bosses or buy from Ottoline Plumpcushion: each gives a tiny perk, and the trophy shelf, fishbowl and pet bed show off what you've done. Other players can visit.
    • Quest chainsEight tales across the world with the Turnip King, the Cosmic Accountant and four new faces: talk, hunt, gather, craft, deliver and brave the night, pick your answers, and earn unique furniture and titles.
    • Runecrafting & ImbuingA new skill: turn rune essence into runes at ten altars, then imbue gear and tools at the Runic Font with Fortune, Haste, Warding and seven more, on top of their affixes.
    • Strip mini-gamesNow and then a quick click pays extra xp: strike when the fish bites, stop the swing on PERFECT, catch the pickpocket, dig where it glints. Never required.
  48. 0.8.0A living world5 entries
    • Day, night & weatherA game clock where one day takes two real hours: dawn pinks, dusk oranges and starry nights with glowing windows. Every zone has its own weather, from rain and fog to sandstorms, ashfall, aurora and starfall, and it matters: night-only creatures, rain-only toadstools, +10% fishing yield in the rain.
    • Your hero notices youA welcome back with what happened while you were away, a lunch break around noon, a stretch after two hours and a cheer when you unlock your screen.
    • Focus modeA 25/5 or 50/10 focus timer on the strip. Your hero studies alongside you, and each session done grants Focused: +10% xp for an hour, stacking up to three.
    • LoadoutsSave up to eight gear-and-pet sets and change into one with a click, with a preview of what it changes.
    • Loot filters & item locksRules that sell junk into your bank the moment it drops, a lock for the things you never want to lose, and desktop notifications for whispers, raids and whatever else you switch on.
  49. 0.7.0Together4 entries
    • FriendsA friends list in Chat: see who's online and where they are, whisper or inspect them, and a little toast when a friend logs in.
    • Guilds of up to twentyFound a fellowship with a banner and a [TAG], share a guild chat and bank, chase three weekly goals together for a perk the whole next week, and raise a guild hall in Idleville from lanterns to a golden roof.
    • Achievements & titlesHundreds of achievements, from Baby Steps to the secret silly ones, many with a title to wear after your name: Ananas the Well-Walked.
    • Your life in numbersA Stats page with xp and gold per hour and per day, your records, your favourite prey and the goose that defeated you most.
  50. 0.6.0Pets & a watchful eye4 entries
    • 25 petsA sixth slot for a small friend who trots behind you on the strip. Each has one talent and no combat stats, grows from level 1 to 20 on a tenth of your xp, and is ×1.5 as good when fed: 2 h a meal, 4 h for its favourite food. Everyone starts with Pebble the Pet Rock.
    • Eggs & the nestMysterious Eggs and Speckled Eggs drop from dungeon bosses, raids and tower milestones. Put one in your nest and it hatches in 4 or 8 hours, even while you're away.
    • The PetdexEvery pet on one page, found or not, with where to look: ten from skilling, six from zone bosses and eight from eggs. Find one twice and it gains a level.
    • Behind the scenesAn admin dashboard keeps the realm tidy.
  51. 0.5.3Always up to date5 entries
    • The game updates itselfWhen a new version is out, it fetches it in the background, checks every file and restarts into it.
    • Whisper and InspectClick any name in chat, the world news or the Ranks tab to whisper them, inspect their hero, mention or mute them.
    • A reworked inventoryThe bag sorts itself into labelled sections with counts, from worn gear to materials by the skill that uses them. Bigger cells, a green arrow on clear upgrades, a name search and a List view.
    • 17,723 bits of nonsenseTwice the adventure lines, and the new half is the meme edition. One does not simply walk past a smug turnip.
    • Farming shows what you can growThe crops your level allows, the seeds you own but can't plant yet with the level they need, and a way to the General Store for more.
  52. 0.5.2Journeys5 entries
    • 12 journeys, nine transitionsCatapults, a giant goose, balloons, pigeon post and a wheel of cheese between zones, and a cartoon curtain for every change of scene.
    • Instant progressSkilling xp and products float up the moment each action lands, and food, keys, recipe counts and the well's pot update at once.
    • Jobs by skill, compact workshopsThe job board groups jobs by the skill they train; workshops list what you can make now, what's missing (and how many), and what's still locked.
    • Equip upgradesUpgrade markers on your gear slots, an Equip upgrades button and a sorted picker with All, Upgrades and Usable filters.
    • Loot, highlightedEvery find is inked in its rarity's colour, in the speech bubble and in the log.
  53. 0.5.1Numbers on1 entry
    • Bar numbers, alwaysThe strip's hp and xp bars carry their numbers all the time: 68 / 68, and Str 12 · 140 / 480.
  54. 0.5.0A polished strip4 entries
    • One golden frameThe strip is one framed bar in the panel's gold, with icons for combat level, gold and hp, a raid skull dial counting down to Hit!, light beams for rare drops and golden rings on level-ups.
    • The Bank of IdlevilleBarnaby Coppervault keeps your savings safe from lost fights, and every sale is paid straight in.
    • Timed travelTrips between zones take 20 seconds, with a countdown on the strip and in the World tab.
    • Every bonus, explainedThe Character tab lists every bonus with its sources and caps, and item comparisons show what a swap does to them.
  55. 0.4.1 & 0.4.2Patience3 entries
    • Patient skillingEvery skilling action takes half again as long and gives 1.8 times the xp: about a fifth more xp an hour, and a third fewer products.
    • Thieving hurtsDuring a Thieving session hp comes back at a quarter of the speed, so getting caught adds up. Pack food.
    • Requirements, inkedWhen a node is out of reach, the bubble inks what it needs in red and your level in amber.

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