Full notes
Full 10-Man Idle update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Balance
- Gameplay
- UI and audio
- Events
10-Man Idle changes
10-Man Idle - Patch Notes beta.v1.13.13
=======================================
This is the "game feel" patch. Numbers move, screens breathe, characters talk
back, and the right things flash at the right times. Nothing here changes
balance or progression — every change is presentational unless noted.
NEW FEATURES
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Click & Hover Feedback
Buttons now flash on click: a brief 0.18s press inset + background
brighten so a tap actually feels like a tap. Purely visual — never gates
the click itself.
Hover blips are suppressed on touch input so every tap on Android
doesn't double up with a hover sound.
Bar Shimmer
Animated progress bars sweep a soft shimmer across their fill, looping
every 1.5 seconds. Idle bars still feel alive.
Portrait "Breathing"
Roster portraits gently bob up and down by 1 pixel on a slow sine wave
when a character is active. The portrait frame moves with the offset so
nothing clips. Animated variant only — sleeping/dismissed characters
don't breathe.
Screens Fade In
Modals (character screen, recruitment, level up, achievement unlock,
confirmations, etc.) ease in over ~0.18s instead of popping in. Uses an
ease-out quad so the fade settles cleanly.
Live Gold & XP Readouts
The top-bar gold value pings when it changes: a brief upward bob plus a
brighten toward white, then settles back.
Each gold change spawns a floating +/- delta ("+250g", "-40g") that
rises and fades next to the gold readout. Green for gains, red for
losses, with a slight per-spawn jitter so multiple ticks in the same
frame don't overlap.
XP values abbreviate cleanly to "K" / "M" once they're big enough to
need it.
Loot Drop Pop-ups
Every loot drop spawns a floating "+ " label near the
inventory panel (top-right if it's closed). Helps you see what dropped
when you were looking somewhere else. Long names truncate at 28 chars.
Combat Log Animations
New combat-log entries slide in from the right and fade in over a short
ease-out, instead of just appearing on the line.
Crits in the log spawn a big "CRIT!" floating text right at the log
entry.
Boss hits trigger a brief red screen flash (0.12 intensity, 0.3s).
Enrage messages trigger a bigger "ENRAGED!" float plus a stronger
screen flash (0.18 intensity, 0.35s).
Keyword scan is case-insensitive — matches "critic", "boss", "enrage"
inside the existing combat flavor text. No log content changes.
Particle Bursts on Celebrations
Level ups get a particle burst.
Achievement unlocks get a 28-particle gold radial burst plus a gold
screen tint (0.35 intensity, 0.55s).
Successful recruitments get a green success flash plus a 20-particle
burst from the recruitment panel center.
Particle counts and floating-text counts are hard-capped (256
particles, 64 floats, 32 card flashes) as defense-in-depth so a runaway
event can't fill the screen with effects.
Character Chatter (200+ Lines)
Roster characters now speak short context-tagged barks while they work.
Six activity contexts, each with its own pool:
Idle
Gathering — separate pools for Mining, Herbalism, Woodcutting,
Skinning, Fishing, plus a generic fallback
Crafting — separate pools for Blacksmithing, Leatherworking,
Tailoring, Alchemy, Enchanting, Cooking, plus a generic fallback
Dungeons — generic pool + per-dungeon curated pools where a
dungeon-specific list exists
Raids
Quests — separate pools for Combat, Gathering, Delivery, Escort
quest types
Activity changes (e.g. quest finishes, character starts crafting) cancel
any in-flight saying and pick from the new pool — no stale dungeon
quotes during gathering.
Initial chat delays are staggered 2–30s on first appearance so a fresh
roster (or a post-offline resume where everyone lands idle at once)
doesn't speak in unison. Steady-state spacing is 14–32s.
When one character starts speaking, others whose next chat was about to
fire get pushed back so bubbles don't overlap.
New Sounds
Battle horn fanfare plays when you start a dungeon or raid. Procedurally
generated brass-like timbre: a natural-bugle harmonic series (G3 → C4 →
E4 → G4) with a tremolo-modulated held final note.
Bright equip chime (ascending major-triad arpeggio at E5 / A5 / E6)
plays when you click the BiS Equip button on the character screen, and
on individual equip actions.
Soft menu-open chime (descending-then-ascending two-note motif) plays
when the character screen opens. Quieter than the standard click sound
so it doesn't dominate.
Hover blip remains, but is suppressed while touch input is active so
every tap on Android doesn't also play a hover sound.
- Character ScreenNew Close Button
A dedicated "Close" button now sits at the bottom-right of the
character screen (and the gear/inventory equip dialog), where the old
Dismiss button used to be. Dismiss is unchanged in behavior; this just
gives a clear "back out without doing anything" affordance.
OFFLINE / CATCH-UP FIXES
-------------------------
Long offline returns no longer spam visual effects. While the offline-
progress system is processing the catch-up window, all transient effects
(floating text, particles, card flashes, screen flash) are suppressed at
the spawn site. You'll still see the offline report and the resulting
gold/XP — you just won't get hundreds of stacked popups all at once.
Idle chat NextChatIn timers are randomized on first appearance, so the
whole roster doesn't blurt the same line the moment offline catch-up
finishes.
Effects state is cleared on save-slot switch / return-to-title, so
nothing leaks across game sessions.
BUG FIXES
----------
Modal fade alpha now resets cleanly between consecutive modals (the rare
"X closes, Y opens same frame" case) instead of carrying the previous
fade state.
Combat log "newest entry" detection is timestamp-based, so opening the
game cold doesn't replay slide-in animations for the entire log history.
SAVE COMPATIBILITY
-------------------
Fully backward compatible with existing saves.
No save schema changes in this patch — all additions are runtime visuals,
audio, and chat state that lives entirely in memory.
Source
Changelog.gg summarizes and formats this update. How we read updates.
