In this update5
Full notes
Full Epic Idle Quest II update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Balance
- Gameplay
- Performance
Epic Idle Quest II changes
Hotfixes
Fix: items could appear twice in inventory after a run on Steam — caused by a server-side race where two cleanup paths both persisted the same loot. Thanks propandaplays for reporting.
Fix: tempering a dagger's flat elemental damage attribute rolled in a much lower range than the original. Now uses the same range as when the dagger was generated or reforged (item level to 2× item level).
Fix: rarely, using a Picky Scroll and immediately starting a run consumed the scroll without applying the filter — normal/common items kept dropping. Thanks Astreavan, categenov, and others for reporting.
Perf: lightened the Nightmare fight visual effects (smaller glow, fewer particles) to reduce CPU usage during the fight on PC. Thanks Ok-Championship444 for reporting.
Fix: rare race after starting a run where the enemy sprite was briefly missing and the HP bar visibly flickered 100→0→100→0 on each hit. Caused by the two server backends occasionally both emitting fight events for the same player after a network hiccup. Fight events now carry a run ID so the client ignores leftovers from a stale loop.
Fix: crash on launch on Android 9–10 devices (Samsung Galaxy Tab A, Redmi, Evertek, and others). Caused by a display-cutout setting that only exists on Android 12+.
Behind the Scenes
More balance values now sync from the server to the client, so future tweaks land without needing a client update.
Balance — Resistance Softcap (Season 1 Prep)
Reintroduced a meaningful softcap on per-element resistance. The existing guardrails —
Verdant Woods drops capped at tier 1-7 (vs 3-10 in tougher areas),
the 99% hard cap on effective resistance, and
the auto-generated weakness to other elements when stacking physical resistance
— weren't enough on their own to stop specialized phys-resistance builds from running away with both PvE and PvP. The intent is NOT to kill this build type — it should remain viable in PvE and PvP — just to bring it back into balance.
How the new softcap works: below 90% resistance is unchanged (1:1, every raw point = one effective point). Above 90% each percent costs progressively more raw reduction:
91% needs 92 raw
92% needs 95 raw
93% needs 99 raw
94% needs 104 raw
95% needs 110 raw
96% needs 117 raw
97% needs 125 raw
98% needs 134 raw
99% needs 144 raw
Balance — Attribute Tuning
Reduction min raised from 1 to 2.
Reflect range changed from 1–5% to 2–6%.
Dodge range changed from 1–5% to 2–6%.
Crit Chance range shifted from 2–8% to 2–6%.
Heal over Time multiplier range changed from 0.1–0.5 to 0.2–0.6.
Magic Find min raised from 1 to 2.
Life Leech min raised from 1 to 2.
Weakness factor range raised from 0.5–1.1 to 0.6–1.2.
Wiki
Added a smithing affordability ceiling table to the economy wiki — for each rarity and operation, the maximum item_level / player_level ratio at which the cost still fits in a full bank. See Economy & Smithing → Smithing Summary.
Source
Changelog.gg summarizes and formats this update. How we read updates.
