10-Man Idle - Patch Notes beta.v1.13.13
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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 Screen: New 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
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- 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
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- 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
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- 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.