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Fidget Spinner RPG News

Early Access v1.2.15 Update

Early Access version 1.2.15 has been released! This update has been in development on the experimental branch, but is now finally live on the main branch. Read on for a list of changes.

Salvaging

The new Salvaging skill, which is unlocked at level 30 competency, allows you to break down just about any unwanted item into scrap materials. You can then use these materials to enhance your other items.
Every item you salvage will give a base amount of Scrap, as well as secondary materials based on the item's other qualities (such as stats, quality, proficiency, and special effect magnitude). You can analyze any item to see what sort of materials you could get by scrapping it on the appropriate tab on the new Salvage window.

To salvage items, mark the items you want to scrap as trash and then use one of the abilities in the Salvage skill to scrap 1, 5, or 10 at a time.

Once you have scrap materials, you can use them in the item upgrade tab of the salvage window. Slot an upgradeable item in and you can see what sort of upgrades you can perform as well as the material cost. The cost increases as you perform further upgrades of the same type.

The salvaging skill also comes with 6 regular talents and one meta talent in it's talent tree.

Material Storage

There is now a material storage tab on the bank/storage window... After putting at least one point into one of the storage talents in either Salvaging, Mining, Blacksmithing, Jewelcrafting, or Alchemy, you will be able to deposit relevant crafting materials into your storage via the "Deposit Materials" button on your inventory. When materials are stored in this way they won't take up precious inventory space, and they will be automatically consumed from your storage when you need them to craft items!

There's also a new heirloom item that increases base material storage size by +1 stack for each heirloom rank owned, as well as a a gameplay setting (off by default) to auto deposit materials to your material storage, if possible.

Help Website

There is a new help website, accessible in-game via the new help window as well as in your browser at help.fidgetspinnerrpg.com. This site lists a bunch of information about the game in a searchable format, and since it's a website I can push updates to it without having to update the game files.

New Socket Quality of Life Feature

There is now a new "Socket Autofill Slots" tab in the equipment window. You can slot up to 75 gems here, and they will be automatically activated and deactivated depending on how many empty sockets you have on all your equipped gear. The auto socket slots will light up green to show which ones are active, and will act as if you are wearing a piece of gear with the appropriate gem when they are active. You can still use the old socket system too, of course, but this new feature helps alleviate the tedious issue of swapping out gems when you equip new items.

Advanced Item Filters

A new system for specifying custom item filters has been added to engineering, accessible from the macros & automation window. This is similar to the preexisting blacklist/quality threshold settings, but more advanced in that you can customize specific conditions with which to perform automatic actions on items. With the new filtering system, you can do things like: automatically mark all gear with strength on it as trash, mark as favorite gear that has more intuition than the gear you're wearing, etc.

New Item Tier, RPM to 50 Billion, and New Vendors

There's a new tier of ore, gear, jewelry, and potions to craft... Thorium! The special effect for thorium equipment grants you charges of a buff whenever you cast an ability... Upon reaching 250 charges, you will instantly consume all charges to restore your stamina back up to full. There's also a matching secondary ingredient (watermelon) in the alchemy skill, along with two new potions for this new tier. There have also been three potions added for Orichalcium (Tier 8).

Also, RPM now goes up to 50 billion before activating the final, randomly generated mode.

Lastly, several new NPC vendors have been added, bringing the total vendor count to 12. These new vendors sell various items that were missing from the haggling system previously. For example: the new vendor Dustin sells alchemical dust, and Reggie sells alchemical reagents. Some preexisting vendors have been updated as well to have more items they can stock.

Balance Adjustments

There have been multiple balance changes across the board... Due to some of these changes, legacy saves from before this update may have some issues, such as having more talent points spent than are available in a particular skill. This can be alleviated by un-allocating talent points and re-allocating them again.
  • Adjustments have been made to EXP values required to level various skills to make them level slower (especially at higher levels) and pace out the unlocks a bit better.
  • Several early-game unlocks have changed places for a smoother early experience.
  • Prestige augments now require significantly higher RPM thresholds to activate.
  • Talents that grant proficiency bonus on specific crafts ("Lord of Rings" in Jewelcrafting, for example) have been adjusted to grant +10 proficiency bonus per talent point (down from +25).
  • The "Luck of Copper" special effect no longer scales linearly with RPM added and instead is based off of the order of magnitude of RPM added to prevent snowballing when using this special effect at higher levels.
  • The haggling skill now earns less EXP per transaction, but also has had it's level curve adjusted to require less EXP to level in the beginning.
  • The "Money can buy you Anything" talent now increases its talent point cost sooner than before.
  • The "Spin to Win" talent has been reworked and can now proc off of any RPM added, granting gold scaling with the added RPM order of magnitude.
  • Automation delay now has a multiplier that applies differently for different automation modes, making certain modes more useful.


Miscellaneous Changes and Fixes

There's been lots of little changes and fixes too!
  • Optimized game file compression significantly, reducing total file size to just over 1gb (down from approximately 1.5gb).
  • Items marked as new or trash now have a blue or red border in the inventory.
  • Equipped potions now have a highlight indicator showing how much duration percentage they have remaining.
  • Fixed potions crafted with the "Brewmaster" talent always showing as 100% quality.
  • The "Herbalist", "Bunsen Burner", and "Catalyst" talents have been adjusted to fix some cases where cast times could go negative.
  • The inventory is now hard-capped at 500 total max slots, to prevent severe performance degradation caused by having an absurd number of inventory slots.
  • Fixed an issue that would cause a hang/crash if passive stamina regen per second got too high and resulted in a number overflow.
  • Fixed an issue with the "Prospector" talent sometimes triggering on non mining abilities if the ability cast before the current one was a mining ability.

Early Access v1.1.14 Bugfix

V1.1.14 is out now, which fixes a particularly nasty bug that could occur when selling to vendors:
  • Fixed a number overflow issue caused by selling items with a very high combined value to vendors in a single action.

Early Access V1.1.13 Bugfix Update

V1.1.13 is out now with the following bugfixes:
  • You should no longer get an "inventory full" error in certain cases when receiving a stackable item with a stack size greater than the max stack size of 250.
  • Added error checking incase the system settings or save files get corrupted or incorrectly modified... The game should no longer get stuck in a broken state if it has an issue with these files.
  • The setting for toggling RPM floating text is now appropriately applied when the game is launched.
  • Fixed a potential number overflow error in relation to journey step highest RPM progress that could result in a stuck cast bar when casting a spin ability in some cases.

Early Access V1.1.12 Update

[h3]Early Access version 1.1.12 has been released! This update, which has so far been playable only on the experimental branch, is now finally live on the main branch. Read on for a list of what is new![/h3]

Prestige
The main new content for version 1.1 is within the prestige system. Upon reaching level 100 competency, you'll unlock the ability to reset your progress for new rewards. Rewards for resetting this way come in 3 primary types: Prestige skill levels & talents, Heirlooms, and Augments.
You earn EXP in the new prestige skill based on all your other skill levels when you reset your progress.
With each level in this skill you'll get skill points to spend in the new prestige talent tree.
Like other talents most prestige talents can be freely reallocated at any time, as long as they aren't marked as permanent.
Prestige skill levels & exp are, naturally, not reset on subsequent prestiges.

Heirlooms

Whenever you prestige, all your gold will be deposited into your prestige bank, from which it can be used to buy heirlooms.
Heirlooms are special items that give you bonuses that persist across all future prestiges.
Owning multiples of the same heirloom will increase it's power and the cost of buying subsequent ranks of that heirloom, and heirlooms are never reset... Although there is an augment (see below) that can disable them temporarily.
You can only buy heirlooms after a prestige, before starting your next playthrough.
Any gold in your prestige bank you don't spend on heirlooms in a given prestige cycle will be saved for the next one.

Augments

Augments can be activated after prestiging to give bonus effects on your next playthrough.
You will be able to activate a set number of augments based on the highest RPM you achieved in your previous playthrough.
Augments are optional, and some of them have negative effects as well as positive... They only last for the very next playthrough.

New Gear

You can now, finally, craft gear out of tier 8 materials (Orichalcium)... Both with blacksmithing & jewelcrafting.
Nine new potions, along with their accompanying ingredients, have been added from tier 5 (Adamantium) to tier 7 (Necromantium).

Balance

Due to the following balance changes, it is recommended to start with a new save file if you want to play through as intended... With that said, however, your old save files should still work just fine.
Balance has been significantly adjusted across the board... In general, progression has been slowed down, and a lot of changes have been made to balance out the "snowballing" feedback-loop effect present in earlier builds.
Meta talents have been adjusted, and now require more talent points for each individual level at certain thresholds.
Vendor-crafted equippable items with proficiencies have had their maximum proficiency range reduced.
Haggling and vendors now unlock at competency level 20 (10 levels earlier than before), for better early game pacing.
Base inventory slot count has been increased to 20 (up from 10).
Crafted item proficiency exp values and curves have been modified to, in general, make lower-tiered crafting proficiencies increase much faster.
The bountiful bags perk in the competency talent tree has had it's maximum level increased to 25 (up from 10).

UI/Graphics Changes

You can now "blacklist" any item type from the item's right click menu to make all items of that same type always mark as trash as soon as you receive them. You can toggle this blacklist on/off and remove items from it in the gameplay settings.
A new RPM visual effect tier from 1 billion to 10 billion has been added, and the previous "infinite" effects that used to start at 1 billion now start at 10 billion.
Added floating text indicator for RPM gains. This can be toggled on/off in the UI section of the settings.
Gear pieces now show their total stat bonus amount (not counting sockets) in both the item icon and on their tooltip... You can toggle the item icon portion of this display in UI settings.
Gear that crafts with a bonus special effect (from "I didn't even know that was possible" talent) now shows a small indicator on the top of the item icon showing the added special effect.
The material item tooltip section showing skills that use the material has been updated to differentiate between skills that gather the material and skills that consume the material.
Most journey steps no longer trigger a global notification popup when completed... This was done to reduce notification spam and better emphasize the notifications that do get displayed.
Improved text clarity, especially when using a smaller UI scale or in cases of smaller text.
Fixed several cases where tooltips would get stuck in a shown state and not correctly de-spawn.
Fixed a case in which ability cancel cast button (the red X overlay) would get stuck visible even when not moused-over.
There is now a tutorial notification that appears when unlocking haggling/vendors.
Failing to sell items to a vendor (because no valid vendor is in town) when clicking on the "sell all trash" button now correctly shows an error message.

Miscellaneous and Technical Changes

The tooltip section for crafting material items that shows what skills the item is used in (along with the matching level requirements) is now populated procedurally instead of entered manually by hand, to reduce inconsistencies due to entering the wrong or outdated info.
The parameters (exp, cast time, stamina cost, etc) for various abilities that share the same tier of material (stone, copper, etc) have been changed internally to now be computed from weighted values dependent on the tier instead of manually entered isolated values. This change on it's own shouldn't modify these parameter values, but going forward it will make it much easier for me to make changes to skill parameters on a tier-by-tier basis (adjusting the stamina requirement for all stone crafting, for example).
Fixed a crash caused by having a potion of liquidation marked as trash in the first occupied slot marked as trash in your inventory.
Fixed an issue with random state caching that could sometimes cause ability cast parameters to not randomize correctly.
Various number overflow bug fixes.
Fixed stat calculation for "The Lonely Ring" sometimes applying it's stat bonus inconsistently or doubled.
"Potion of Smelting" should work more consistently now.
Fixed an issue with prowess stat calculation not updating correctly under certain circumstances.

Early Access V1.0.13 Update

This update brings some fixes for a few pesky bugs, and some optimizations:
  • Loading should be slightly faster & more performant, generating skill ability lists (which happens the first time you open a skill ability list) has been greatly sped-up, and macro loading has been made faster (resulting in a bit less stutter from first loading a save file).
  • Fixed socketing items that are placed in general storage not having their socket contents updated properly.
  • Fixed a number overflow issue in relation to the Mithril item special effect, which could potentially cause a feedback loop resulting in a large amount of exp earned in the haggling skill in some cases.
  • Adjustments to haste cast speed calculation, particularly in relation to "Hasty" talent.
  • Vendor buy prices should now never go negative at very high commerce stat values.