Name | Melvor Idle | ||
Developer | Malcs | ||
Publisher | Malcs | ||
Tags | |||
Release | 2021-11-18 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | Very Positive | ||
Steam store | |||
Public Linux depots | Melvor Idle Depot Linux x64 [304.12 M] |
It's our favourite time of the year again, and with that I've got some new fun gamemodes for everyone to enjoy for a little while as we lead up to the Into the Abyss Expansion launch!
*Only available in English language. [h3]Returning Temporary Gamemodes[/h3] These gamemodes from prior April Fools updates have returned.
These Gamemodes are available to play until 1 May 2024. [h2]Quality of Life Updates[/h2] We've got some Quality of Life additions for everyone as well:
[h2]Expansion Toggling[/h2] You can now toggle which Expansions are loaded. This is done via the Cog menu in the top left of the character select screen.
We've also began implementation of Steam Cloud support for Local Saves. This will be tested over the next few days and will then be enabled when we're happy with how it works. [h2]Balancing[/h2]
[h2]Bug Fixes[/h2]
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We're extremely excited to announce our 3rd Major Expansion - Melvor Idle: Into the Abyss.
[h2]Wishlist on Steam today![/h2] https://store.steampowered.com/app/2860590/Melvor_Idle_Into_the_Abyss/ [h2]Expansion FAQs[/h2] [h3]When does this Expansion release?[/h3] Some time in Q2 2024. Exact date will be announced closer to release. [h3]How much will this Expansion cost?[/h3] $4.99 USD [h3]Why can't I preorder the Expansion?[/h3] We don't like pre-orders. You should wait until release before coming to the decision to purchase the Expansion. This goes for all games and DLCs released globally. [h3]What platforms will this release on?[/h3] This Expansion releases on every single platform Melvor Idle is available on at the exact same time. [h3]Do I need to own any previous Expansion to explore all content?[/h3] No, you do not need to own any previous Expansions. All content is isolated to Into the Abyss. [h3]I like to "prep" for an Expansion release, what should I focus on leading up to this release?[/h3]
Stockpiling raw resources, materials, mastery tokens or currency won't really do much for you in this Expansion, as we are introducing new variations of almost everything. [h2]Want to Test the Expansion?[/h2] This Expansion is still in heavy development, but we are preparing to open up early testing via our official Patreon: https://patreon.com/melvoridle. Testing is designed as a way to gather early feedback, find bugs we may have missed, and ensure everything is working as originally intended. It is not intended to be used as a main save, as saves on the Test server can break easily without warning due to bugs we may have missed (Test server uses separate saves, so your main game is safe). When the Test Server goes live, there will definitely be early bugs and issues straight off the bat which will take time to iron out. It's not an indication of the final product, as it is missing content that is still in development. |
Offline Client - Stage 1
You can view the Offline Client Roadmap here: https://news.melvoridle.com/announcing-offline-client-roadmap/ Game Client Updates These updates were already released in the last 5-7 days. Please report further client issues to our Github if you are facing them: https://github.com/MelvorIdle/melvoridle.github.io/issues [h3]Windows[/h3]
[h3]MacOS[/h3]
[h3]Linux / Steam Deck[/h3]
New
Changed
Fixed
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This Game Update introduces Mod Manager v2, plus some minor quality of life additions.
[h2]New[/h2]
[h2]Fixed[/h2]
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Hey everyone!
A Whole Heap of QoL In addition to the mod profiles and a refreshed look and feel of the Mod Manager, some additional QoL of features and fixes that have been addressed include:
Look out for this update which we hope to release next week! |
[h2]Atlas of Discovery[/h2]
[h3]Fixed[/h3]
[h2]Base Game[/h2] [h3]Fixed[/h3]
[h2]Hotfixed Bugs[/h2] These bugs were hotfixed shortly after the release of v1.2.2
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[h2]Preface[/h2]
Off-hand
Ring
Consumable:
Weapon Slot
[h3]Upgraded God Gear[/h3] Aeris, Glacia, Terran and Ragnar God Gear now have Barrier (B) and Crystal (C) upgrades. Each God (B) Piece:
Each God (C) Piece:
Misc Items
[h3]New Shop Purchases[/h3] All located in the Atlas of Discovery Shop category. Permanent Unlocks
Purchasable Items:
Packs: Provides all listed items on purchase
[h2]Barrier Content Balancing[/h2] General:
Monster Drops
Dungeon Chests
Buffed Summoning XP from Barrier:
Tortoise & Summoning Synergies
Barrier Gear We've increased the Flat Barrier damage outputted from Barrier Gear:
Visual Barrier Damage
[h2]Archaeology[/h2] New - Donate Generic Artefacts to Museum
Archaeology Balance
[h2]Cartography[/h2]
[h2]Unholy Prayers[/h2]
[h2]Other[/h2] Changes
Fixes
[h2]Throne of the Herald[/h2] Fixes
[h2]Base Game[/h2] New
Changes
Fixes
|
Hey everyone!
[h2]Whats Being Changed[/h2] [h3]Adjustments to Barrier Regeneration[/h3] This mechanic is important to retain, but the Monsters that have Barrier Regeneration should be reduced.
[h3]Lessening the Grind of Barrier Items & Gear Upgrades[/h3] Note: There are changes to Archaeology below to also help with the grind.
[h3]Introducing Summoning Attack Interval Reduction[/h3] There will be 3 new Items you can obtain via Atlas of Discovery content that will reduce Summoning Attack Interval (Ring, Off-hand & Consumable). With all 3 equipped, you can achieve -25% Summoning Attack Interval. [h3]Increasing Late-Game Barrier Damage[/h3] Were introducing Barrier and Crystal upgrades for all God Gear (except gloves).
The addition of more gear to upgrade means more resources to grind for, but weve added these resources to other areas of the game to assist:
[h3]Making Barrier Content More Rewarding[/h3] Theres quite a few changes and new content we are adding in hopes to make Barrier content more appealing for general progression. Summoning XP:
New Gems for the Gem Slot Utilising the Gem Slot allows us to add more content to the game that provide a positive bonus to your character without needing to remove an existing item in a different slot. These Gems are designed to assist in various non-AoD content.
Weve also added the Combination Gem, which is an upgrade to all of the above. This new Gem combines all the above bonuses into a single Gem. It is designed for very late-game with the requirements that are set. Other Existing Barrier gear will most likely get a damage buff, especially through the early game. Were also adding your Barrier Damage value to the Combat UI so you can see how your Barrier modifiers are affecting your damage output. Archaeology Theres a few key pain points we want to address with Archaeology with this update. [h2]Notable Feedback We are Addressing[/h2]
[h2]Whats Being Changed[/h2] [h3]Faster Progression[/h3]
[h3]Providing a Use for Junk[/h3] Were adding a brand new mechanic to the Grand Museum of Melvor where you can donate all of your Junk with a single click in exchange for Museum Tokens. Any item from Archaeology that has no use outside of selling will be classed as a Generic Artefact which will be donated with a single click (Locked items dont get donated). These Museum Tokens can then be taken to the Shop to exchange for the below Items/Packs. These items also have an Archaeology Level & Artefact Donation count requirement. List is not final and is subject to change
Well continue to monitor the selection of Items available for exchanging Museum Tokens. Cartography The changes to this Skill will seem minimal compared to the rest, but the idea is that the changes listed above will make Cartography more appealing to progress in. [h2]Notable Feedback We are Addressing:[/h2]
[h2]Whats Being Changed[/h2] [h3]Cheaper Travelling[/h3] Were significantly reducing the base travel costs across the board:
We also understand that there is feedback regarding the Auto Survey mechanic and just wanted to let you know that we see it. This update doesnt address the feedback, but we hope to address it in a future update. Conclusion Thank you again for doing what you do best and providing feedback so we can better the content made available to you. We hope this first update is a step in the right direction in improving the mechanics around Atlas of Discovery. Well continue to monitor feedback and provide updates where needed. Ill have an update soon on when to expect this update to drop. Speak soon! - Malcs |
[h2]Atlas of Discovery[/h2]
[h3]Changes[/h3]
[h3]Performance[/h3]
[h3]Fixed[/h3]
[h2]Base Game[/h2] [h3]Changes[/h3]
[h3]Fixed[/h3]
[h2]What's being worked on[/h2]
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[h2]Atlas of Discovery[/h2]
Changes
Fixed
|
[h2]Atlas of Discovery[/h2]
Fixed
Modding
|
[h2]Atlas of Discovery[/h2]
[h3]New (Settings)[/h3]
[h3]Fixed[/h3]
[h2]Base Game[/h2] [h3]Balancing[/h3]
[h3]Fixed[/h3]
A Steam Client update is on the way for Windows to fix some reported issues we have received. |
I'm so happy to announce that our 2nd expansion, Atlas of Discovery, is now available! |
I want to preface this by saying we are always listening to the community. We have for the last 4 years, and that itself won't change.
Township Trader Boxes
Herb (Seed) Box We've heard your feedback regarding Herb boxes and how the new requirements were too harsh for a box of seeds. We're changing this box back to Herbs now that it has the task completion requirements.
Fixed
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UI Adjustments
Bug Fixes
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A client update has been released for Melvor Idle on Windows. |
Melvor Idle: Atlas of Discovery is realeasing on 7 September 2023.
When each new chest is unlocked, we will post on all socials with an updated calendar so you know what was unveiled. Be sure to check in on the days listed to know what was revealed! Thank you again to everyone for their continued support of Melvor Idle. We definitely wouldn't be able to continue working on the game without the love and appreciation you all show for it. Game Update [v1.2] This update is the pre-expansion update which adds all the required changes to the base game in preparation for Atlas of Discoverys release on 7 September 2023. [h2]Important: Due to the changes to the game, there is a chance that your enabled Mods will stop working and your character will fail to load (You character is still safe if it fails to load). If this happens, please disable your mods until updates to the Mod are released. If you have content mods, this may result in the loss of Mod data.[/h2] [h2]New Shop Purchases[/h2] Extra Bank Tab
Agility Item Cost Reduction Enhancement
[h2]Notifications v2[/h2] Notifications v2 is now out of Beta and enabled for everyone. These notifications attempt to greatly improve the notifications in game with a new style, as well as performance improvements. Breakdown of notification features:
If you prefer the old notification system, you can toggle Use Legacy Notifications System in Settings. [h2]New Quality of Life UI Additions[/h2]
[h2]Other Additions / Changes[/h2]
[h2]Game Balance[/h2] [TotH] = Throne of the Herald only Agility
Woodcutting
Township General
Township Buildings
Township Modifiers
Township Seasons
Township Trader Consumables
Township Trader Boxes
Combat
[h2]Bug Fixes[/h2]
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This also means there are 46 new Monsters to take on. [h2]Barrier - a new Combat Mechanic[/h2] Theres a new Combat mechanic that is applied exclusively to all Atlas of Discovery Monsters. We call this Barrier. Barrier is basically a shield that can only be damaged by your Summoning Familiars. This mechanic provides a unique method of Combat where your Summoning Familiars will directly assist in battle, while also providing increased Summoning Skill Experience for doing so. Monsters with Barrier in this expansion provide a vast array of unique and powerful upgrades that you can utilise throughout the game. [h2]Unholy Prayer Book - New Prayer Book[/h2] We have also introduced a second Prayer Book which contains 17 new powerful Prayers with a unique twist. Unholy Prayers are Prayers that stack in power depending on how many Unholy Marks a Monster has applied to them (up to a maximum of 5 stacks). These new Unholy Prayers require special gear to be equipped to utilise, and provide a great alternative to the original static Prayers. Breakdown of new Content Here is a list of everything that is included with Atlas of Discovery:
Upcoming Live Stream for Melvor Idle We have two special upcoming Live Streams dedicated to Melvor Idle as well as the new Atlas of Discovery Expansion! Thursday 3rd August 2023 @ 9pm ET With a very special guest WoolieGaming! https://www.twitch.tv/wooliegaming Join WoolieGaming and Malcs as they discuss initial details around Atlas of Discovery, as well as get a detailed behind the scenes discussion on the development of Melvor Idle and its history. Common Questions Answered How much does this expansion cost? $4.99 USD When is Atlas of Discovery releasing? Thursday 7th September 2023 Will Atlas of Discovery be available on Mobile or the Web? Yes! This expansion will be released on all platforms at the exact same time. Do I need to own Throne of the Herald to play this Expansion? No you do not. All expansions for Melvor Idle are isolated and independent of each other, and do not rely on the ownership of other expansions. Do I need to own Throne of the Herald to be able to level the new Skills to 120? No you do not. Cartography and Archaeology can be leveled up to 120 without owning Throne of the Herald. Does this expansion add any new content to Throne of the Herald? Unfortunately not. Expansions are created to be isolated from others where all content is contained within the expansion itself. With expansions, I want to ensure that you are receiving 100% of the content designed for it without locking other content behind a secondary expansion purchase. This will be the same for future Expansions. What stages of the game can I interact with Atlas of Discovery content? All stages! This expansion comes packed with new content for all levels up to 99 (120 for Cartography and Archaeology). There is new content at every step of the way, and it provides a unique adjustment to the standard progression of Melvor Idle. If I purchase Atlas of Discovery on Steam/Mobile, will it also unlock on Mobile/Steam? Yes! You only need to purchase this expansion on one platform to be able to play it on all platforms, as long as you use the same Melvor Cloud account on those devices. This is the same as how Throne of the Herald works. Can I preorder Atlas of Discovery? We do not do preorders, but be sure to add it to your wishlist to know when it drops. Can I play Atlas of Discovery early? The only way to play the expansion early is to sign up to our Patreon where it is currently in testing. The main purpose of this early playtest is to source bugs before release and obtain feedback which will be action and fixed over time. It is not a place to play the expansion without worry, as it can be unstable due to potential unknown bugs. Does this expansion come with free content? Other than Quality of Life, bug fixes and general changes, this expansion does not come with new content for the base game. We originally planned to release Township Part 2 alongside this expansion as a free content update, however due to the recent rework of the Township, this had to be pushed back to a later date. Keep an eye out for news on this free content update in the future! Melvor Idle is currently on sale! To celebrate the announcement of Atlas of Discovery, you can save 40% on Melvor Idle until 5h August 2023! We have also discounted Throne of the Herald by 25% until the same date. |
Our Create a Mod competition has finally come to an official close. It was fantastic to see many of you get around the competition and create something awesome that everyone has thoroughly enjoyed.
[h2]2nd Place[/h2]
[h2]3rd Place[/h2]
[h2]4th Place[/h2]
[h2]5th Place[/h2]
[h2]6th - 10th Place[/h2]
We will be making contact with the winners early next week to begin handing out the allocated prizes. [h2]What will happen to the Mod Contest mods?[/h2] They will be available permanently via the Mod Manager. You can continue to play them as normal. [h2]Will the mods continue to be updated?[/h2] This is solely up to the developer of the Mod. Now that the Mod contest is over, the developers may continue updating their mods as they please. We will also leave the Mod Contest category available to view in the Mod Manager for the next 4 weeks, which it will then be hidden (But the mods can still be found via the default search functions and tags). |
How to try the Mods We recommend backing up your saves before trying Mods (See below point). In Melvor Idle with Mods enabled from settings: You can also view all the Mods here: https://mod.io/g/melvoridle?_sort=name&tags-in=Mod+Contest+2023 . Make Sure to Back-Up Your Game File While Testing the Mods When testing the mods, its important to back up your game file, so none of your progress is lost while trying out the new mods. The best way to do this is by either creating a Shareable Save URL, downloading your Save or Export your save from the Character Select screen (under the Settings dropdown for the respective character). Key Dates [h2]Community Voting Begins[/h2] Thursday, July 6 @ 2:00am GMT+1 (now) [h2]Community Voting Ends[/h2] Thursday, July 13 @ 11:59pm GMT+1 [h2]Winners Officially Announced[/h2] Friday, July 14 @ 9:00am GMT+1 LINKS TO MODS SUBMITTED FOR THE MOD CONTEST (IN ALPHABETICAL ORDER)
You can also view all the Mods here: https://mod.io/g/melvoridle?_sort=name&tags-in=Mod+Contest+2023 . Make Sure to Back-Up Your Game File While Testing the Mods . Original announcement thread: https://new.reddit.com/r/MelvorIdle/comments/1491yh4/create_a_mod_contest_3000_usd_in_prizes_up_for/ |
Key Dates [h2]Submissions Open (Contest Begins)[/h2] Wednesday, June 14 @ 9:00am GMT+1 [h2]Submissions End (Contest Ends)[/h2] Wednesday, July 5 @ 11:59pm GMT+1 [h2]Community Voting Begins[/h2] Thursday, July 6 @ 2:00am GMT+1 [h2]Community Voting Ends[/h2] Thursday, July 13 @ 11:59pm GMT+1 [h2]Winners Officially Announced[/h2] Friday, July 14 @ 9:00am GMT+1 Prizes The top 5 community voted mods will receive:
The remaining 5 will receive:
The top 10 mod entries will all also receive:
How to Enter Create your mod and submit it on https://mod.io/g/melvoridle with the tag Mod Contest 2023. Submissions without the tag will not be accepted. Rules
You are more than welcome to create a Reddit thread with your Mod, or post it in our Discord server within the relevant Mod channels. How the Community Vote Will Work
Submissions will not be accepted after 11:59pm GMT+1 on 5 July, 2023. Want to create a Mod for Melvor Idle? Here is a fantastic place to start if you are looking to participate in the contest: https://wiki.melvoridle.com/w/Mod_Creation Please also join our official Discord Server for discussions around mod creation: https://discord.gg/melvoridle Terms and Conditions are linked: https://melvoridle.com/MI_Contest_TC_12062023.pdf |
Bug Fixes:
|
Changes:
Bug Fixes:
Previous Hotfix already applied The game will now provide you with a "free death" upon loading if a recent change to the game causes your character to unequip items. This free death lasts for the duration of offline Combat calculations. A free death means when dying in Combat, you will not lose any items and your HC character will not be deleted. |
To help alleviate the reported issues of some Worships causing Rune Essence production to fall below manageable amounts, we have made the following changes to Magic Emporiums:
Half of the production will now come from the Snowlands Biome, which will alleviate Rune Essence production issues from negative Desert modifiers like Terran or Aeris Worships. |
Township Balancing
Fixes
Prior Hotfixes already implemented
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Township Hotfixes:
Other Fixes
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This is a breakdown of changes for Melvor Idle v1.1.2.
General Township
Removed systems
Health
Buildings
New Feature - Seasons
New Feature - Casual Tasks
New Task Category - Throne of the Herald
New Worship - The Herald
General Worship Changes
Reworked Trader
Trader Consumables and Items
Consumable Upgrades
[h2]Notifications v2 (BETA)[/h2] A new notification system has been added that you can enable from Settings. It is disabled by default for now. This system is in Beta and will be continuously worked on to provide more options and customization. Most of its features are only available in English at this stage until it leaves Beta. Breakdown of changes
See the full breakdown of changes here: https://www.reddit.com/r/MelvorIdle/comments/12i6jau/were_reworking_the_notification_system/ [h2]General Game[/h2] General Changes
General Balance Changes (Base Game)
General Balance Changes (Throne of the Herald)
Bug Fixes (Base Game)
Bug Fixes (Throne of the Herald)
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Hello everyone!
Happiness
Education
Health
[h2]Producing Resources without Workers[/h2] Workers have been removed completely from Township. It was a system that fell flat quite a bit, and caused a lot of confusion and frustration with resource generation. Resources are simply produced by constructing the respective building, without the requirement of Workers. [h2]What we have removed[/h2] Theres quite a lot of mechanics we have removed from the rework in hopes to streamline the Skill and have it fit in line with the core premise of the game itself. This is what has been removed:
Whats new? [h2]Updated Building System[/h2] We have updated the building system for Township to be more streamlined and straightforward. The Build menu has been integrated directly into the Town menu. Buildings are constructed directly from the Town page now. No need to go back and forth. Each biome now has a predefined list of Buildings that can be constructed in them. After constructing a certain amount of those buildings within their respective Biome, they will upgrade to the next tier. This continues until there is nothing new left to build. If you are curious to know - this does mean that everyones Town will be the same by the end. The only difference will be the path everyone takes to get to a completed Town. Unfortunately, that dynamic and unique playstyle does not exist with the rework. This will suck for those who enjoyed that aspect of the Skill, but this change was important to make in streamlining Township. [h2]Building Repairs & Efficiency[/h2] Alongside the updated building system is a new mechanic called Building Efficiency. Over time, your buildings will slowly degrade and require repairs to keep it operating at 100% efficiency. A building has a 25% chance to degrade by 1% per Town Update. The efficiency cannot be reduced below 20%. You can repair individual buildings, all buildings in a specific Biome, or all buildings in all Biomes. The cost of repair is a fraction of the cost to build it, which is weighted against the efficiency of the building. When a building loses efficiency, it also slows down in its production. Be sure to maintain these buildings when you get the chance. [h2]New Feature - Seasons[/h2] A new feature that arrives with this rework is Seasons! This was originally planned for Part 2, but we decided to include it in this rework. Everyones Town will now be on constant rotation of different seasons, each providing their own unique buffs and debuffs to your Town. Each season will last for 3 days until it switches to the next. Here is a breakdown of the seasons: Spring
Summer
Fall
Winter
There are also some secret seasons to discover depending on certain Worships you have active. [h2]Casual Tasks[/h2] We have added a new type of Task called Casual Tasks. These act similar to a Daily Task, but without the FOMO aspect of missing tasks if you dont log in on certain days. Every 5 hours, you will receive a new random Casual Task that you can complete whenever you want. They range in difficulty from quite easy to relatively hard. You wont receive a Casual Task that you cannot complete at your current progression. You can have a maximum of 5 Casual Tasks active at any given time. Complete these tasks to continue receiving new ones, or Skip it for 10M GP if you dont like it. These tasks will stay available until you complete them or Skip them. Casual Tasks are a way to earn Township XP and GP on the side while Township progresses in the background. The XP and GP you earn from these tasks are based on your Township Level. [h2]Throne of the Herald Tasks[/h2] We have added a new Throne of the Herald Task category for those with the expansion. This provide 20 new unique Tasks for you to complete that relate directly to the expansion. [h2]New Worship - The Herald[/h2] For those with the Throne of the Herald expansion, you can now select The Herald as your Worship after defeating them. The Herald Worship Modifiers: Always active:
At 5%:
At 25%:
At 50%:
At 85%:
At 95%:
[h2]Reworked Trader & New Consumables[/h2] Weve touched up the Trader yet again in hopes to provide a legitimate reason to use it when progressing throughout the entire game. The purpose from the beginning was for the Trader to act as a utility to the rest of the game. Unfortunately, I feel we fell completely flat on how this was implemented and it made a lot of Skills redundant in the process. These changes are designed to make the Trader assist with other Skills, rather than replace them completely. Here are the important changes:
The Trader has 30 unique consumables that you can purchase, each providing some kind of benefits that will assist with your progression outside of Township. [h3]List of new Consumables from the Trader[/h3]
[h3]Consumable Upgrades[/h3] The Trader also sells a new item called the Consumable Enhancer. This item can be used alongside some Consumables in the game to upgrade them into a more powerful version. List of new Upgraded Consumables: Base Game:
Throne of the Herald:
Adjustments and Balance We have changed quite a lot in terms of numbers and progression curves. Ill do my best to break down these changes. [h2]Building Costs & Resource Generation[/h2] Every single building cost and resource generation number has been changed. This change is due to the new passive progression system and reworked mechanics. All resource generation rates and buildings costs will have a completely different meaning of balance with the rework. When loading into the update, your resource generation rates will be far less than before. This is intended and goes in line with all the new balanced numbers. [h2]Trader Ratios[/h2] All Trader ratios have been adjusted to suit the new building resource generation numbers. With the help of Trading Posts which improve the Trader rations, the new ratio is 1 resource to 1 base item GP price. Eg. If an item is worth 150 GP then it would require 150 Food to trade for 1 of that item. [h2]Building Tier Requirements[/h2] Building tiers now have the following requirements to suit the new population scaling system:
[h2]Worship Changes[/h2] We have adjusted the existing Worships to suit the new progression system. [h3]Aeris[/h3] Always active:
At 5%:
At 25%:
At 50%:
At 85%:
At 95%:
[h3]Glacia[/h3] Always active:
At 5%:
At 25%:
At 50%:
At 85%:
At 95%:
[h3]Terran[/h3] Always active:
At 5%:
At 25%:
At 50%:
At 85%:
At 95%:
[h3]Ragnar[/h3] Always active:
At 5%:
At 25%:
At 50%:
At 85%:
At 95%:
[h3]Bane[/h3] Always active:
At 5%:
At 25%:
At 50%:
At 85%:
At 95%:
[h2]GP Cost & Earning GP[/h2] With the reworked Township, the total GP cost of Township has been severely reduced. Due to this, we have also lowered the earning potential from Township. Total GP Cost To complete your Town, the total GP cost required is:
Prior to the rework, it would require 7.4B GP to purchase all available land space. It's important to note that 800M of the cost goes solely to constructing Town Halls, which is the only method of increasing Tax Rate to earn a passive GP income from the Skill. Earning GP GP is now mainly earned from the Tax System, which is available to you at Level 99 which unlocks the Town Hall. GP earnt is balanced against your current population. Higher population = higher GP per Town Update. Here are the estimated new GP rates from tax:
Loading into the update - Town conversion When loading into the new Township, your Town will automatically convert to the new format. This conversion will be based on your Skill level. This process is automatic and you wont have to do anything. The Town you have now will look completely different due to the new predefined nature of building a Town. Conclusion We are excited to share the new reworked Township with you all! We hope this detailed breakdown proved useful and you are also excited for the changes that are coming. The update is still a few weeks away, so stay tuned for more information on an exact date of release! - Malcs |
Check out this stream Melvor Idle stream from on Douyu. |
Hello everyone!
New Township Features [h2]Resource Capping[/h2] You can now cap resources to a specified percent value of your maximum storage. This can be done in the Manage Storage menu (Used to be called Yeet Resources). When a resource reaches its cap, it will adjust the colour of the resource amount. Setting a cap on a resource that is already above the existing cap will automatically Yeet the excess on the next Tick. [h2]Change Worship[/h2] It is now possible to change your Worship without restarting your Town. Changing your Worship will cause major distress and riots within your Town. Due to this:
Trader Changes The Trader in its current state was beyond broken. The amount of GP that could be earned by Trading various resources was excessive, and it devalued GP entirely. These changes are designed to allow the Trader to continue providing extra resources for the main game, while also being limited in how much they can actually provide. [h3]Trader GP Value Limit[/h3] The Trader is no longer the richest person in the game, carrying billions of GP worth of items as they stop at your Town.
The GP Limit only affects trading resources from Township to your Bank. It does not affect trading items into your Town for resources. [h3]New Item Trading Requirement[/h3] If you wish to Trade a resource out of Township, there is now an added requirement of locating 10,000 of the item first before you can trade for it. The Trader is not meant to be a bypass for the main game by locating one of any item and then Trading it thereafter. The UI of the Trader will display items that can and cannot be traded, as well as the remaining quantity required to begin trading it. [h2]Tax Rate Changes[/h2] The existing implementation of Tax Rate provided GP to the Player without really needing to "earn" it (Other than increasing population). These changes will bring Tax Rate in line with how they would actually be implemented into a Town, but also provides you with control over what the Tax Rate should be:
[h2]Adjusted Building Worker Counts[/h2] We have adjusted the amount of workers provided for upgraded buildings to help minimise the amount of available workers in the late stages of the Skill.
The new Worker counts will allow you to assign Citizens to these buildings to return to the original resource generation values. When all Worker slots are filled, it works out to be a tiny buff in resource generation (Roughly 2-5%). This will not affect early game Township as the resource generation and worker counts have remained the same. [h2]Other Township Changes[/h2]
[h2]New Additions[/h2] We have a new method of communicating Announcements to players in game. The changelog in game has a new look, and allows me to provide easy updates to everyone across all platforms. There is also a development roadmap you can view at the top. Stay in the loop with what we're currently working on! [h2]General Game Changes (Base Game)[/h2]
[h2]General Game Changes (Throne of the Herald)[/h2]
[h2]Bug Fixes (Base Game)[/h2]
[h2]Bug Fixes (Throne of the Herald)[/h2]
[h2]Mod Manager[/h2]
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This is a Minor Update to the game which details recent hotfixes, minor changes as well as another Stardust Refund.
Although theres a high chance a lot of you have continued the Astrology grind since release resulting in higher Mastery levels, we wanted to make things right with the extra refund. [h2]Minor Changes[/h2]
[h2]Fixes[/h2] Note: This list details hotfixes applied to the game prior to this update. These fixes were already active.
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Hey everyone!
That list is not everything that has been mentioned in the feedback, but we wanted to provide an idea of where we are at. We see the obvious flaws in the system, and we are determined to rectify this. There is no ETA on changes as they will need to go through testing and localisation once we have adjusted where we can. These changes will most likely come via a few consistent updates, that way we are not making you wait a long time for something to change. As always - we take feedback very seriously. This is how we have always done it since this journey began in 2020. I hope to share more detailed information on Township changes soon. [h2]Astrology Rework[/h2] We have seen some disappointment with the new Astrology rework and how the refund was not enough to return to the original power level. In general - we believe the reworked mechanics themselves have been well received, and for new players it is a lot more friendly to progress. However, the obvious flaw was with not providing adequate compensation for players who were well into the Mastery grind. This is 100% on us. We are looking at a few different ways to resolve this to make up for the flaws. [h2]Localisation[/h2] We are aware of the issues with the localisation and translation for the expansion content so far. This is the biggest update weve ever attempted and with all the moving parts, it looks like some things slipped through. We are working to update and fix this as soon as possible. Once we have everything checked and pushed live, we will inform everyone in a follow-up patch notes announcement. We aim to provide the best experience possible for all players. Thank you for your understanding and patience with this! [h2]Conclusion[/h2] We wanted to post this announcement so you know we are aware of the issues currently present, and that we are taking action to resolve them! The continued feedback is fantastic, and we very much appreciate it. Feedback is what keeps games in a healthy state, and everyone should be allowed to have their say. I hope to provide a follow up update with more detailed information soon! - Malcs |
Our massive Throne of the Herald expansion is now available on all platforms!
Thank you! Your continued support for Melvor Idle and the team is absolutely incredible, and it allows us to continue working on something we love. Its amazing to see so many people enjoying the game. This expansion was a lot of work, and it required a lot of learning in all aspects of game development for us. This is one of many Expansion to come to Melvor Idle, and we hope to continue providing massive content updates far into the future. - Malcs |
Introduction
[h2]Throne of the Herald[/h2] This update does not include any of the Throne of the Herald DLC content (Level 120 Combat & Non-Combat). This will be released on 20 October 2022! You can wishlist it here: https://store.steampowered.com/app/2055140/Melvor_Idle_Throne_of_the_Herald/ v1.1 Release Notes [h2]IMPORTANT PREFACE[/h2] It is incredibly important that you disable and remove every single pre-expansion mod or script you have installed before loading the update. YOUR GAME WILL NOT LOAD IF A BROKEN MOD IS LOADED. THIS PUTS YOUR SAVES AT RISK. New Skill - Township A brand new Town Management Simulator built directly into Melvor. The general goal of this new Skill is to create a Town that becomes a passive resource generating machine in the late game. An ideal Town is one you can ignore at later stages of the game, and using the Trading mechanic is can provide resources to you. Key Features:
Important Mechanics
It is important to note that this Skill is not designed to be hard focused to the max level. It is designed to be adjusted when needed, and to assist with passive resource and GP generation for the main game. This is not a simple Skill to digest. There is a lot of information to take in with Township. Please take it slow, explore the options you have available, and dont be afraid to restart your Town if something doesnt go right! [h2]Good Starting Place for Township[/h2] When you first enter the Skill, you will be greeted with a Map & Worship selection. You can have a browse here but feel free to leave the options as default and continue. When you enter the Skill, have a browse of all the menu items and different options made available to you. There is a lot here, so take your time. When you're ready, head over to the Tasks menu and begin with the Getting Started Guide. [h2]Township in Adventure Mode[/h2] Since we announced that Township would be unlocked by default in Adventure Mode, plans have unfortunately changed leading up to release. Township will no longer be unlocked by default in Adventure Mode. The reason behind this change is that Township is too powerful of a Skill to have unlocked in the beginning. The amount of bonuses, items, and GP you can obtain from this Skill is substantial so it didn't make sense to leave it unlocked at the start of Adventure Mode. We apologize if you were looking forward to jumping in straight away in Adventure Mode. Official Cross-Platform Mod Support Melvor Idle now has Official Mod support which is available on all platforms of the game! This is made possible by utilizing Mod.IO to host and manage Mods for the game. If you wish to use this feature, be sure to enable it in the Settings page! In-Game Mod Browser:
Modding API We have worked hard to make modding for Melvor Idle easier by providing an API that you can use to take control of the entire game as you please. Key features:
Theres no limit to what you can achieve with Mod Support. We very much look forward to seeing what the community can create! Important: Unfortunately Mod.IO is not available in China. Theres currently no ETA on when it will be made available, but we will update you when the time comes. [h2]Astrology Rework[/h2] We have adjusted the Skill by completely removing the RNG aspect of rerolling modifiers. Here is a breakdown on the changes:
Stars inside constellations are still locked behind Mastery level. These changes will allow you to complete Astrology. Theres no need to reroll anymore, or rely on RNG for a modifier youre hoping to achieve. You will receive a very generous Stardust refund when loading into the game. Dont forget to go straight into the Skill and spend it to get bonuses back. [h2]New Quality of Life Features[/h2] [h3]New Consumable Equipment Slot[/h3] When loading into the update, you will be greeted with a brand new Equipment Slot - the Consumables Slot. This new slot will now be home to all equippable consumable items that are not classed as Ranged Ammunition. Now, you are no longer required to sacrifice Ranged Ammunition for a Consumable. [h2]Combat Quick-Equip[/h2] We have designed a new system to enable an easier gear-swapping experience for everyone. When clicking on an equipment Slot in Combat, you will be greeted with a new Quick-Equip menu. Here you will be able to set up to 3 different pieces of equipment for that specific slot, enabling you to quickly switch between these items without the requirement of opening your Bank. These slots are unique to their respective Equipment Set. This means you can have different sets of items in each Equipment Set. [h2]Agility Blueprints[/h2] A common suggestion we have received is the ability to make Agility Obstacle switching less tedious. With the introduction of the Throne of the Herald expansion (which brings even more Obstacles), we felt now was the right time to introduce something to assist with this. An Agility Blueprint is a fancy name we have given to what is essentially an Agility Loadout or Agility Set. It provides the ability to Save and Load predefined Agility Obstacles as you please. When setting up an Obstacle Course, you can save that course as a Blueprint. At any given time, you may load that Blueprint to quickly build the Obstacle Course again. You can even apply a custom name to these Blueprints. This feature is super helpful for those who would like to switch from a Combat-based course to a Skilling-based course. It is important to note that a Blueprint does not make the Obstacles free. You are still required to front up items and GP equal to whatever it would have cost to manually switch back. [h2]Core Framework Changes (Boring but important)[/h2]
[h2]Firemaking Additions:[/h2]
[h2]New Items (Not including above Firemaking items)[/h2]
[h2]New Pets[/h2]
[h2]Base Game Balancing[/h2] Skills:
Monsters
Items:
Synergies:
Agility Obstacles:
[h2]Other[/h2] Rebalanced Combat Stances to standardize their bonuses:
[h2]Other Game Changes[/h2]
Bug Fixes
Conclusion We hope you enjoy Stage 1 of the Expansion release! Be sure to join our Discord or Reddit if you have any questions. Our amazing community is always happy to help! I'll see you again on the 20th October :D - Malcs |
Hey everyone!
Stage 2 is the official Throne of the Herald release on 20 October 2022 This stage includes:
[h2]Why a Staged Release?[/h2] This update is incredibly large in terms of content and changes. While we have taken the time to ensure stability of the update, anything can happen on release (as we all know). Releasing the free content prior to Throne of the Herald will give us a few days to hotfix any potential bugs or issues players could face, before releasing the second giant batch of new content. We want the launch to be as smooth as possible, and we would love for everyone to play it as soon as it is released with minimal hiccups. This staged release will ideally help make this a reality. Don't forget to Wishlist Throne of the Herald! https://store.steampowered.com/app/2055140/Melvor_Idle_Throne_of_the_Herald |
[h2]Melvor Idle: Throne of the Herald will be released on 20th October 2022 on all platforms![/h2] |
Expansion Details Announcement Timeline:
Wishlist Throne of the Herald today: https://store.steampowered.com/app/2055140/Melvor_Idle_Throne_of_the_Herald Preface All information detailed and explained in these announcement posts are subject to change at any time during development without warning. Please refer to official patch notes upon release for confirmed full details. [h2]Introduction[/h2] Welcome to the final announcement for the Throne of the Herald Expansion! This announcement is focused on providing details of what we may have missed in previous announcements, ranging from new QoL additions to answers for FAQs. Note: This will only focus on important information that has been missed. Any further small changes, balancing or minor QoL additions will be detailed in the updates patch notes upon release. [h2]An Update on the Release Date[/h2] In case you missed it - I posted an update around the release date for Expansion 1. You can read about it here: https://www.reddit.com/r/MelvorIdle/comments/xdnzy0/an_update_on_the_expansion_1_release_date/ In short: We have pushed back the release date as we need a few more weeks to polish it up and ensure the release is as smooth as possible. The release date is not far away at all! Keep your eyes peeled for an announcement (you know how I like to be spontaneous). [h2]New Quality of Life Features[/h2] [h3]New Equipment Slot - Consumables[/h3] Available for everyone When loading into the update, you will be greeted with a brand new Equipment Slot - the Consumables Slot. This new slot will now be home to all equippable consumable items that are not classed as Ranged Ammunition. Now, you are no longer required to sacrifice Ranged Ammunition for a Consumable. [h3]Combat Quick-Equip[/h3] Available for everyone We have designed a new system to enable an easier gear-swapping experience for everyone. When clicking on an equipment Slot in Combat, you will be greeted with a new Quick-Equip menu. Here you will be able to set up to 3 different pieces of equipment for that specific slot, enabling you to quickly switch between these items without the requirement of opening your Bank. These slots are unique to their respective Equipment Set. This means you can have different sets of items in each Equipment Set. [h3]Agility Blueprints[/h3] Available for everyone A common suggestion we have received is the ability to make Agility Obstacle switching less tedious. With the introduction of the Throne of the Herald expansion (which brings even more Obstacles), we felt now was the right time to introduce something to assist with this. An Agility Blueprint is a fancy name we have given to what is essentially an Agility Loadout or Agility Set. It provides the ability to Save and Load predefined Agility Obstacles as you please. When setting up an Obstacle Course, you can save that course as a Blueprint. At any given time, you may load that Blueprint to quickly build the Obstacle Course again. You can even apply a custom name to these Blueprints. This feature is super helpful for those who would like to switch from a Combat-based course to a Skilling-based course. It is important to note that a Blueprint does not make the Obstacles free. You are still required to front up items and GP equal to whatever it would have cost to manually switch back. [h3]Separated Completion Log[/h3] For those who purchase the Throne of the Herald expansion, you may be wondering how completion is affected by the addition of new content. With the expansion, the Completion Log has been separated into three different sections: Each section tracks the progress of their respective categories. For example, Base Game completion will only show you the progress of Base Game content. This means purchasing the Throne of the Herald expansion will have no effect on your existing progress, as the content contained within is completely separate. Another great thing about the separation is the ability to choose which progress is visible to you. You can select any of the three categories to be visible in the sidebar and Completion log. This image example shows Throne of the Herald as the selected Completion category, with the respective percentages updated according to progress in the expansion only. [h2]Mod Manager Preview[/h2] For those who were asking, here is a previous of what the in-game Mod Manager looks like. You can see the Manager is currently populated with some Mods. Our awesome modding community is already hard at work converting existing Mods to the new Mod Support & API! Main screen and browser window: My Mods list & load order: [h2]FAQs[/h2] Will the Throne of the Herald Expansion have new Skillcapes? Yes! Every Skill is getting their very own Superior Skillcape at Level 120. These capes are an upgraded version of the Level 99 Cape. There is also a Superior Max Skillcape for when you reach Level 120 in all Skills! Will I lose my Max Cape when Township is released? No, you will not. You get to keep and wear the Max Cape even when Township is level 1. With the addition of Township, we thought it would be unfair if players lose the ability to wear the Max Cape until they reach Level 99. The Max Cape will still inherit all Skillcape abilities. However, it wont inherit the Township Skillcapes benefits until Level 99 Township is achieved. Im 100% completion, will I lose my Cape of Completion? For this specific cape, the answer is yes. Those who have reached 100% completion will be required to reach that again when the expansion update drops if you wish to wear that Cape. It is important to note that you only need to reach 100% Base Game Completion if you do decide to purchase Throne of the Herald. No Throne of the Herald content is required to wear the Cape of Completion. Astrology - Will we get a refund? With the Astrology rework, the bonuses provided by your constellations will be reset to 0 (Skill XP, Mastery Level and XP are not affected). Because of this - you will receive a 100% Stardust and Golden Stardust refund when loading into the update. What platforms is the Throne of the Herald Expansion releasing on? It will be released on all Platforms that Melvor Idle is available on at the exact same time. Will installing Mods disable our Steam achievements? No, they will not. Achievements will still be active and available to obtain if you use Mods. Will I need to unlock Township in Adventure Mode? Due to the nature of the Skill, Township will be unlocked from the beginning in Adventure Mode. There is no need to purchase it and unlock it. [h3]Conclusion[/h3] Were getting closer and closer to the release date announcement. Be sure to keep an eye on announcements to be the first to know! - Malcs |
Expansion Details Announcement Timeline:
Preface All information detailed and explained in these announcement posts are subject to change at any time during development without warning. Please refer to official patch notes upon release for confirmed full details. [h2]Introduction[/h2] Hello again, everyone! Today I bring an announcement most of you have been waiting for! Were diving deep into the brand new Skill that is being released alongside Throne of the Herald. Also, we will be discussing the Official Mod Support and the Astrology Rework. And the best part? Everything in this announcement is FREE for all players who own the game. This content will be released at the same time as the Throne of the Herald Expansion, available as a free content update on all platforms. Lets get right into it, shall we! [h2]Township[/h2] I will preface this by saying what is written below is not everything Township has to offer. Theres so much to the Skill that I had to choose the most important parts to discuss here today. This is one of the largest Skills we have added to the game since we started working on Melvor Idle almost three years ago. It was so big that we had to cut it down into two parts! Ill touch on what this means below. [h3]What is Township?[/h3] Township is a town management simulator built directly into Melvor Idle. You are now the Mayor of a brand new empty Town, and its up to you to help it grow as large as you can via various buildings and mechanics we provide. You will need to manage mechanics such as Happiness, Education, Health and even Unemployment. All of these Township mechanics serve a unique benefit if you decide to keep them high. However, you will feel the burden of your decisions if some mechanics are ignored and your citizens become filled with unrest. Township is unprecedented in a few ways:
[h3]BUILDINGS & RESOURCES[/h3] Township provides you with many unique and interesting Buildings that can be used to grow your town in various ways. Buildings in Township are constructed using resources that your Town actually generates for you. These resources are gathered by the people in your Town depending on the Buildings you have constructed. As your Town grows, you will need to manage the availability and production of resources such as Food, Wood, Stone, Ore, Clothing, Potions, Herbs and more! Each resource has a purpose, whether it be for constructing new Buildings or ensuring your citizens stay healthy. You will find over 50 different buildings at your disposal. Some are locked behind Township Level and population requirements. As you level up, you will unlock more exclusive buildings to place down. [h3]MAP, BIOMES & BUILDING SPACE[/h3] When theres things to build, you need space to actually build it. Township has an in-built Map selector, where you can choose between a list of predefined unique map layouts to start your Town. Maps are composed of 10 different unique Biomes. These include Biomes such as Grasslands, Mountains, Forest, Desert, Snowlands and more. Each Biome has a unique benefit attached to it - whether it be access to build specific buildings, or extra resource production for certain production buildings. Be careful though! Some Biomes like the Desert and Snowlands require consistent resources to ensure the safety of your citizens. On top of this, you will be provided with a maximum of 2,048 spaces to build on. Yes, this means you can build 2,048 buildings! The amount of different Towns you can create is insane, so it will be interesting to see what Town you build with all this land. [h3]CITIZENS & JOBS[/h3] Citizens are your most important aspect of Township. Theyre so important that they are your direct source of Skill XP. Skill XP is earned based on how many citizens are in your Town. Higher population means higher XP gains. As mentioned earlier, your citizens will also be collecting resources for your Town. This is done by constructing buildings that produce certain resources. With these buildings active, your citizens will be assigned a Job which relates to collecting specific resources. Each building only has a certain amount of slots available for citizens to work there, so choose wisely based on how large your Town may be. Another factor to consider is unemployment. Citizens are not happy when there are a lot of unemployed people, so you will need to manage this as best as you can. Citizens also have an age. As you progress, they will age up naturally and will eventually be laid to rest. [h3]HAPPINESS, EDUCATION & HEALTH[/h3] Three important mechanics to look after, each providing a unique benefit if you keep it as high as you can. Happiness increases Skill XP gains. Education increases resources Production Health ensures your citizens will live as long as they can. Your buildings and resource production will determine the Happiness, Education and Health of your Town. [h3]WORSHIP[/h3] When creating a Town, you have the ability to choose a Melvor God that your Town will Worship. You can select from Aeris, Glacia, Terran or Ragnar. Each Worship comes with a unique set of permanent modifiers that will either help your Town, or make it a bit more challenging. They set up some unique play throughs and can greatly benefit you if used wisely. You can also construct Worship buildings such as Churches or Statues of your chosen God to increase the Worship level of your Town. Increasing this level will unlock more permanent bonuses that you can take advantage of. Theyre kind of like Mastery Checkpoint bonuses, without the spending part. If choosing a Worship is not your style, you may also choose no one to Worship and play without this additional mechanic. [h3]THE TRADER[/h3] When progressing through Township, you will notice that you are visited by a Trader a few times per day. This Trader allows you to convert resources from Township into items you can use in the game itself. For example - Food can be converted out into Seahorses or Whales, or Wood can be converted out into Magic Logs or Redwood logs. This allows you to benefit from a Town that is working hard. It is passive resource generation once you get to the stage where your Town is stable and self-managed. Not only can you convert from Township into your Bank, but you can do it the other way around as well! Youre able to convert resources in your Bank into resources your Town uses. This enables you to directly benefit from your game progress, and gives your excess resources a place to be useful. [h3]UNIQUE ITEMS[/h3] Be on the lookout for a bunch of unique items and Pets that Township provides, including various Skilling outfits! [h3]PROGRESSING THROUGH TOWNSHIP[/h3] Township doesnt play out like any other Skills in the game, as it has its own unique method of progression. Township runs on what we call Ticks. This is a unit of time measurement for your Town. Each Tick will progress your town. Everything related to your Town occurs during this Tick - people move in, resources are gathered, citizens age, etc. Now, Ticks are not an unlimited resource per se. Every 10 seconds, you will gain 1 tick to spend in Township. These ticks are earned regardless of whether youre online or offline. You can choose to claim as many Ticks as you like per action (up to a maximum 8,640 ticks per click). Township is designed like this because its a Skill that is meant to be progressed alongside the game in general. This system allows you to check back to Township whenever you feel like it without losing out on resources or efficiency. If you decide to take a week off of looking at Township, you will have a weeks worth of Ticks ready to spend. We dont want to force you into looking after your Town on a daily basis, as they may become tedious. Youre in complete control of your progression! [h3]Why Part 1?[/h3] Part 1 of Township focuses on the passive nature of the Skill. Building your Town and ensuring your citizens are happy is the key to this first content drop. Part 2 will introduce the idea that neighboring Towns exist, and some may not appreciate your existence. It will be the Combat update, where you will need to manage and defend your Town from potential attacks or raids. Theres a lot of room to expand with Township. We look forward to continuing to grow it even further! [h2]Official Cross-Platform Mod Support[/h2] Modding has been an important part of Melvor since the beginning. Ive personally always enjoyed modding games and seeing what the community can create for something if they are given the tools available to do so. Melvor Idle will finally see Official Cross-Platform Mod Support! You will be able to browse and subscribe to community created Mods directly in the game with our new in-built Mod Manager. Available on both desktop and mobile, the in-game Mod Manager makes it easy to:
Mod Support is also cross-platform, meaning you can install mods from any platform Melvor is available on (including Mobile!). Mods you subscribe to are synchronized, so if you install a Mod on Steam it will be there when you load it up on Mobile. Weve worked hard to be able to provide total customisation for Melvor Idle. Creating and sharing mods is getting easier with new tools available, including APIs for:
There will be guides available covering the above concepts and more. We love seeing the talent of our community, and we hope adding Official Mod Support will provide an outlet to showcase that talent! For those wondering, we will be utilizing https://mod.io for mod support. [h2]Astrology Rework[/h2] We are also adjusting Astrology based on feedback we have received from the community since its release. The concept of the Skill is good, but the execution was a bit tedious with the amount of RNG that the Skill had. We are now adjusting the Skill by completely removing that RNG aspect. Here is a breakdown on the changes:
Stars inside constellations are still locked behind Mastery level. These changes will allow you to complete Astrology. Theres no need to reroll anymore, or rely on RNG for a modifier youre hoping to achieve. [h2]Conclusion[/h2] I hope you are as excited as I am for Township! This Skill has so much potential and I look forward to continuing to develop it over time. In the next and final announcement post, were going to be talking about everything we may have missed in the last 4 announcements. This includes new mechanics we may be adding, changes to existing skills, new Quality of Life features and everything else! This will be stuff that is free for everyone as well. Speak soon - Malcs |
Expansion Details Announcement Timeline:
Preface All information detailed and explained in these announcement posts are subject to change at any time during development without warning. Please refer to official patch notes upon release for confirmed full details. [h2]Introduction[/h2] Hello everyone! Welcome to the third Throne of the Herald Expansion update announcement! This announcement will solely focus on Level 120 Combat. So that means anything we are adding from Level 100 to Level 120 for Combat content. Were going to talk about Dungeons, Slayer Areas, and new Gear and everything in between. Lets get straight into it! [h3]Dungeons[/h3] As detailed in the previous announcement regarding the Lore, the Combat content follows a storyline of sorts. Dungeons play a massive role in the journey your character embarks on. We are adding 7 new Dungeons to the game from Level 100 - 120. These dungeons are designed to be difficult and challenging, but thanks to all the new Non-Combat content you can create, you can idle every single dungeon (except the final dungeon, more on that below). Weve taken you back to our roots where you will receive a chest of goodies at the end of a dungeon completion, containing new unique items for you to use as you progress. Each new dungeon comes equipped with their very own Dungeon Pet! You definitely dont want to miss them. [h3]The Final Dungeon[/h3] The final dungeon is the most challenging aspect you will encounter. The dungeon cannot be idled, but you only need to complete it once! On top of this - the only Monster you will face is the final boss. No need to make your way through countless monsters before reaching the end. [h3]Slayer Areas[/h3] On top of the Dungeons, were also adding 8 brand new Slayer Areas from Level 100 - 120. Just like the Dungeons, these are challenging yet very rewarding. Every Monster you encounter is unique, and will provide you with an exclusive item you dont want to sleep on. There are 33 new Monsters waiting inside these new Slayer Areas, along with some brutal Slayer Area Effects you will need to watch out for. [h3]New Slayer Tiers and Armour[/h3] The addition of new Slayer Areas and high level Monsters means we have introduced two brand new Slayer Tiers - Legendary and Mythical. Alongside this, you can also obtain Legendary and Mythical Slayer Gear from the shop! These will greatly increase the power and assist greatly with negating the Slayer Area Effects. [h3]New Magic Spellbook - Archaic Magicks[/h3] We have also included a brand new Magic Spellbook that you will definitely need throughout your Combat journey. Archaic Magicks are very similar to Ancient Magicks. However, the key difference here is that Archaic Spells can be used alongside Curses and Auroras. The damage they output can also be altered by Player damage modifiers! There are 10 Archaic Spells for you to use. Choose wisely for the scenario you may find yourself in. [h3]New Prayers[/h3] We are adding 9 brand new Prayers to use between Level 100 and 120. These Prayers are important, as the bonuses they will provide are much greater than previous Prayers you are familiar with. Im sure there will be plenty of interesting Prayer combinations to give you the upper hand! [h3]New Weapons and Armour[/h3] During your adventure through all the Slayer Areas and Dungeons, you will come across some pretty insane new gear to equip and wear. This gear is designed to help in certain situations you may find yourself in. We have new swords, bows, crossbows, magic staffs, wands, rings, necklaces - everything! The unique special attacks and passives you can acquire from these items will make for some very interesting builds as you move forward. [h3]Conclusion[/h3] I didnt want to spoil too much with this announcement. With the help on all the Non-Combat content, new gear and synergies - you will encounter some interesting challenges as you attempt to beat the Expansion content. [h3]The Next Announcement[/h3] Our next announcement is definitely one everyone has been waiting for. Were going into detail about all the free content being added to the game alongside the Throne of the Herald expansion - including an in-depth look at Township! Be on the lookout for that one coming soon. Speak soon - Malcs |
Expansion Details Announcement Timeline:
Preface All information detailed and explained in these announcement posts are subject to change at any time during development without warning. Please refer to official patch notes upon release for confirmed full details. [h2]Introduction[/h2] Welcome to the next announcement for the Throne of the Herald Expansion! This will be the smallest announcement in terms of information. [h3]The Lore[/h3] Melvor Idle currently has 5 Books detailing your adventures so far leading up to the final boss in the base game. Theyre designed as a tool to provide insight to the world of Melvor and the story you as the player are progressing through. A unique aspect around the Throne of the Herald Expansion is that it has been completely designed around an actual story. After the events of Bane (Current final boss) have occurred, you will be taking on the task to seek answers and the truth. You, as the player, will be able to see in detail what your journey entails and how you managed to get through each section of the story. Each of the new Dungeons in Combat play an important role in your journey, and after beating them you will be able to read how exactly you were able to defeat them. Bosses in Dungeons will have actual stories and dialogue so you can get an understanding of who they are and why they exist. There are 10 brand new Books totalling 10,500+ words that will greatly expand the world of Melvor, and will act as the gateway to future story telling. Building an actual world, story, and characters in Melvor Idle has always been something that I wanted to achieve. With the addition of the Lore in Throne of the Herald, I hope that we can expand even further and provide insight into the world we are trying to create. The Lore will now have its own section in the game where you can easily refer back to them as you please. It also isnt a requirement to read as it sits on the side ready to access whenever you feel like reading. [h3]The Herald[/h3] As announced in our Live Stream a few weeks ago, this expansion revolved around a character known as The Herald. An unknown entity that seeks total annihilation of Melvor, but what for? What could The Herald want to achieve by the complete destruction of the world? Its up to you to find out. The Herald has been part of Melvor since 2020, first appearing in the Lore after defeating all 4 Gods in the game. It is a character we have been planning to add for years, and with this expansion the time has finally come. You will be tasked to seek answers and the truth about The Herald, uncovering ancient secrets and devastation across the world of Melvor throughout your journey. I highly recommend reading the Lore as you unlock it to uncover more truths about The Herald and what their intended goal is. I wont go into any further detail, as I dont want to spoil too much about this character. [h3]Conclusion[/h3] This announcement was much smaller than the previous, but I wanted to provide a small insight into the inspiration and story of Melvor and how the original idea of the expansion came about. We have 3 more announcements on the way detailing even more content you can expect to see in this expansion update. Speak soon Malcs |
Throne of the Herald expansion continues the story of our hero as you discover more about the mystic forces that surround the lands of Melvor, and the dark powers that remain hidden within the world.
[h3]Preface[/h3] All information detailed and explained in these announcement posts are subject to change at any time during development without warning. Please refer to official patch notes upon release for confirmed full details. [h2]Introduction[/h2] Hello everyone! Welcome to the first part of the Expansion 1 update announcement schedule! We are breaking up the announcements into 5 segments as there is just an incredible amount of information to cover, and we want to provide you with the most detailed information as we can so you know exactly what to expect when the Expansion eventually drops! This announcement will solely focus on Level 120 Non-Combat. So that means anything we are adding from Level 100 to Level 120 for Non-Combat Skills. Details regarding content added prior to Level 100, or planned reworks will be detailed in Part 4. Enough of the introduction, lets get into some juicy Expansion 1 details! [h2]Level 120 Non-Combat[/h2] Expansion 1 is increasing the maximum skill level of all Skills from 99 to 120. Every single Non-Combat Skill will have new content for you to obtain, use and explore, keeping you company for the new journey ahead. Lets take a look at all the Non-Combat Skills so you know exactly what to expect. [h3]Woodcutting[/h3] Were introducing 9 brand new Trees for you to cut from Level 100 to 120. The new logs you obtain from these trees are used in various ways throughout the game, allowing you to create new items that will greatly enhance the power of your characters. Alongside these new Trees, we have 4 more Tiers of Woodcutting axes that can be purchased from the Shop, greatly increasing your Woodcutting power. You will also find a brand new Raven Nest which is only obtainable from these new Trees, containing brand new seeds to be used in Farming as well as something quite special you wont want to sleep on (Hint: OSRS + Infernal). [h3]Fishing[/h3] There will be 14 brand new Fish to catch contained inside 6 new Fishing areas. These Fish will play an important role with other Skills as they are used for ingredients in many products. Alongside the new Fish, weve got a brand new chest that can only be found in these new areas containing brand new items that will directly assist with Fishing. Plus, just like Woodcutting, weve got 4 new Fishing Rods available for purchase in the Shop. [h3]Firemaking[/h3] We have some fantastic changes coming to Firemaking that will be available for everyone. These will be detailed in Part 4 as it is not exclusive to the paid aspect of the Expansion. [h3]Cooking[/h3] Who doesnt like Cooking? (Please dont answer that) Theres 21 new types of Food ready for you to perfect. For clarity, only 9 of these 21 are cooked Fish. All new cooked products will provide more healing than previous related items. This will be important for your eventual Combat adventure. [h3]Mining[/h3] Im quite excited about Mining, as we have introduced some brand new metals and mechanics to spice things up. Heres what you will find in Mining from Level 100 to 120:
What is a Gem Vein you ask? These are new nodes that dont follow the standard mechanics of Mining. Mining Ore Nodes will give you a chance to locate a Gem Vein. These Gem Veins do not have a maximum Mining Node HP, and will continue to stack in HP as you locate them while Mining. These Gem Veins can be mined to depletion as you please, and will only provide you with the specified Gems. On top of the new Gem Veins, we have a brand new Ore known as Meteorite. This follows the same mechanic as Gem Veins where it doesnt have a maximum Node HP. Only this time, you can only locate Meteorites via Astrology! More on that below. [h3]Smithing[/h3] Were bringing 4 brand new tiers of Smithing items that will play a fundamental role in your Combat journey. These new tiers of Smithing items will provide all the required armor and weaponry you need to progress. It follows the same format as previous tiers in terms of what it provides. This includes the ability to upgrade the Smithing armor using new Ores obtained from Mining. Each new tier of weaponry comes equipped with a unique special attack specific to that tier of item. One of these tiers is the brand new Meteorite gear, which only provides a limited amount of gear but is definitely something you wont want to ignore! All together this comes to around 57 new items that can be created directly in Smithing. [h3]Thieving[/h3] Thieving aka the GP printing Skill. Were providing you with 11 new NPCs to pickpocket. Theyre bottomless pockets will contain an assortment of unique items that can be used throughout the entire game. Theres around 18 new unique items that you will be able to find, alongside standard drop tables for all the new NPCs. Thieving will continue to print GP, but just know these NPCs will hit harder. Be prepared! [h3]Farming[/h3] One of the most peaceful Skills in the game is getting 4 new Allotments, 4 new Herbs and 4 new Trees! To accommodate for the new Farming seeds, you will be able to purchase more Farming plots! This will directly increase the XP and item gain from the Skill. Did I mention that one of the new Trees is a Banana Tree? Were also going to be exploring more types of compost, more methods of increased farming yield, and maybe a new item from Bob. [h3]Fletching[/h3] Were coming in hot with new Arrows, Bows, Bolts, Crossbows and Javelins! Each new tier of Smithing gear has their own Arrow, Crossbow and Javelin. Stand aside Dragon Javelins, we will have a new winner to reign supreme here! They also have special attacks for you to use just like their Smithing counterparts. In total, you will find 28 new items to create and use. [h3]Crafting[/h3] Key feedback around Crafting is the severe lack of usefulness that this Skill provides. This feedback is vital in ensuring we create content that players will use and appreciate! Its because of this feedback that we are introducing 46 brand new items to explore and create from Level 100 to 120 alone. These new items are jam packed with special attacks, passives and consumables that you wont want to miss. Brand new jewelry created from the new Gems in Mining will provide unique passive effects, opening up a countless number of potential builds. New consumables will give you an additional bonus in a variety of ways. [h3]Runecrafting[/h3] As everything is going to Level 120, you need some Magic gear to help in this adventure. Runecrafting will provide you with 8 new Runes created from the new Pure Essence, unlocking the ability to use new Magic made available to you. Were also adding 3 new categories of Magic gear that can be created - Poison, Infernal and Lightning. Using these in Combat will provide you with increased power and utilize new Combat mechanics that we will discuss in Part 3. The 3 new categories of Magic gear are available in 3 new tiers - Master, Legendary and Mythical. We didnt forget about weaponry either! You will be able to create 4 new Staffs and 3 new Wands, equipped with unique special attacks. [h3]Herblore[/h3] Weve got more delicious and totally legal potions heading your way! 8 Combat Potions and 8 Non-Combat Potions (16 new in total). These new potions will give you the upper hand in various aspects of the game, utilizing new expansion mechanics and modifiers that will be hard to ignore. The new potions for Combat are designed to give you an advantage in certain situations, meaning there wont be 1 Best in slot potion. They also explore some new mechanics such as gaining Prayer Points when hit by an enemy, or decreasing the Damage Reduction of the enemy. The new Skilling potions will assist further in Skills such as Astrology, Firemaking, Cooking, Mining, Herblore, Agility and even Alt. Magic! [h3]Agility[/h3] Be prepared for the new Agility, as we are about to increase your power level substantially! We have 5 new tiers of obstacles for you to add to your existing course from Level 100 to 120. This means we are adding 25 new Agility obstacles to choose from with new unique modifiers. On top of the 25 new obstacles, we are providing a new set of Pillars to build at Level 120. These can be build alongside your existing Pillars and will remain active as long as you have a full course built. With all of this, a full obstacle course will have 15 obstacles and 2 Pillars active. Thats a lot of power! For those wanting some Quality of Life in Agility, we will have that for everyone as well. This will be detailed in Part 5. [h3]Summoning[/h3] This was a fun Skill to explore for adding new content, and it will create new synergies that greatly increases the power of most Skills. The expansion will provide 8 new Familiars to create. 4 designed for Non-Combat, and 4 for Combat. The new Non-Combat familiars provide bonuses for Agility, Astrology, Fletching and Summoning! With the addition of 8 new familiars, this means that they will synergise with other familiars just like the existing ones do now. Over 100 new synergies will be added, opening up some insane combinations in all Skills. [h3]Astrology[/h3] As you may or may not know, Astrology is being reworked for the Expansion update. We will go into complete detail on how this works in Part 4. [h3]Alt. Magic[/h3] Yep, were also adding 11 new Alt. Magic Spells from level 100 to 120. Were exploring some new spells that can assist you in Combat, and to also convert items that may be better used elsewhere. Were also including another tier of Superheat and Item Alchemy. [h2]Conclusion[/h2] This is just a small taste of what is coming in Expansion 1! We have 4 more announcements on the way detailing content you can expect to see. We hope the wait will be very much worth it! Speak soon Malcs Throne of the Herald expansion continues the story of our hero as you discover more about the mystic forces that surround the lands of Melvor, and the dark powers that remain hidden within the world. New locations to explore, new gear to craft, and even more monsters to fight! Find out more and add it to your wish-list on the dedicated Steam page here. |
Update v1.0.5
On top of the above unique mechanics, we have made similar adjustments to the intervals as the previous custom gamemode:
You will also notice this gamemode uses larger numbers. This is purely visual and provides no real benefit to the game. It is simply done to make the gamemode look a bit different. [h2]Other Changes[/h2] Firstly, to accommodate for the new gamemode I have added another save slot for everyone to use and enjoy! A month or so ago I posted a thread to Reddit asking the community for feedback on the UI of the game, and requested information on everyones biggest UI pet-peeve. You can view this thread here: https://www.reddit.com/r/MelvorIdle/comments/v0o1ip/whats_your_biggest_ui_petpeeve/ I plan to resolve as many of these UI issues as possible, especially for the release of the expansion. For now, I took the top comment and adjusted the UI for Firemaking, Fishing and Mining to now display Skill XP, Mastery XP, and Mastery Pool XP you can gain per action (Woodcutting already shows this during the action). Farming and Summoning UI adjustments to show extra information will be coming at a later date! Alongside resolutions for other UI pet-peeves mentioned. In the future, I plan to ask more questions similar to this so I can gauge an understanding of what everyone is thinking, and what I can do to address the potential concerns or suggestions mentioned. Its something Ive valued since I began development on Melvor Idle, and I want to continue this level of communication moving forward! [h2]Another Expansion 1 Live Stream[/h2] In case you missed the news, we have another Live Stream happening to discuss Expansion 1 in more detail. Theres also a Live Q&A happening on this stream, so be sure to tune in to get an inside into all things Melvor Idle! Live Stream Details: When? Monday, 11 July at 4:00pm GMT Where? On the official Melvor Idle Twitch: https://twitch.tv/MelvorIdle VOD? Yes! For those who cant make it live, we will have a VOD available on the official Melvor Idle YouTube channel: Click here to view the channel! [h2]Conclusion[/h2] Progress on Expansion 1 is looking fantastic. Were excited to share more information with you all and take a closer look at what can be expected from the update! I hope you all enjoy the new custom gamemode. Be sure to check out the live stream as there will be some information you wont want to miss! |
This update introduces a new Save Slot UI to hopefully assist current and future players with their understanding of how the save system in Melvor works.
[h2]Update on adding more Save Slots[/h2] I can confirm that new Save Slots are on the way for those that have been asking. Firstly, I want to ensure this new UI is up to par and reduces the issues that have been faced significantly before I go ahead and add more Slots. If this new UI indeed succeeds in reducing the issues, more save slots (and temporary gamemodes) wont be far away at all! Discord RPC This update adds Discord RPC for Windows clients only. A small Steam client update was released not too long ago is required for Discord RPC to function. You do not need to update the client to access the general game. This RPC will display information about:
Changes and Bug Fixes Here is a list of Changes and Bug Fixes included in this update [h2]Changes[/h2]
[h2]Bug Fixes[/h2]
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Hey everyone!
The game will also provide similar warnings for loading a Cloud Save when a Local Save already exists. [h2]New Information inside Pop ups[/h2] As you saw in the previous screenshot, the pop ups also look a tiny bit different. When the game warns you about a potential save overwrite, it will now actually display what saves will be overwritten. [h2]Minor Updates to Save Slot UI[/h2] We have moved the big Settings button for saves to the top right corner into a drop down menu. This frees up horizontal real estate that we can use later down the line. This Settings drop down menu is home to your standard Save settings. [h2]Deleting a Cloud Save[/h2] A missing feature from Melvor Idle that has been requested quite a lot is the ability to delete your Cloud Saves. The game never had this functionality for some reason (blame me lol). Now, you can simply delete a Cloud Save from the Cloud Save selection screen. [h2]Dealing with Save Errors[/h2] In the event your save becomes corrupted for any reason, the game will display this information to you in the form of an error message. Prior to this, the game would crash or simply not load when any of your saves were corrupted or unable to load. This gives you the ability to manage this error without it affecting your game. [h2]Refresh Cloud Saves from inside the game[/h2] Another missing feature was the ability to refresh your Cloud Saves from inside the game. If you are playing on multiple devices and ever run into the issue of Cloud Saves not synchronizing, then this will be a handy button for you. Clicking the Cloud Save Refresh button will fetch your Cloud saves again. This saves the hassle of needing to restart the game completely to see updated saves. [h2]Conclusion[/h2] We are always in the process of increasing the clarity of information displayed by the game. Your suggestions are definitely read and noted, and things are always in motion behind the scenes. We do hope the UI update for save slots helps with the accidental issues caused by the old system. It will especially help when we start releasing more temporary custom gamemodes in the future. With this updated UI, we are now more confident to eventually release more save slots for everyone, so be on the look out for this! This update will be released in the next week or two, along with the usual bug fixes and all that. - Malcs |
Hey everyone!
Level 120 Combat What Combat Content can we expect from Level 100 - 120?
Will the new Dungeons be a similar style to Into the Mist or Impending Darkness?
How will Combat Gear scaling work?
How important is the story in this expansion?
Level 120 Non-Combat What is planned for Non-Combat?
Any new mechanics to tease?
What is the plan for skills like Agility and Summoning?
Is Mastery also increasing to Level 120?
Can players still wear their Skillcapes they achieved at Level 99?
Is anything changing about Astrology?
Township Part 1 What is Township Part 1?
What is different about Township Part 1 compared to other Skills in the game?
Whats with the Part 1 aspect of the title?
Is there anything else coming in the Expansion? Mod Support
An in-game API is being created that Mods will be able to use to their advantage. Some tools that will be provided (Not confirmed to be available on release):
[h2]When will Expansion 1 be released?[/h2] Q3 2022 [h2]Will it be available on all platforms at the same time?[/h2] Yes, it will be available on all platforms at the same time. [h2]Is the Expansion paid or will it be free?[/h2]
[h2]What content will require payment?[/h2]
[h2]What content will be free?[/h2]
I am extremely excited to continue sharing more and more details as we move closer to the release of Expansion 1! I also recommend reading through the Reddit discussion thread regarding the above, as important clarification questions have been asked and answered within the comments: https://www.reddit.com/r/MelvorIdle/comments/tyripb/tldr_tldw_expansion_1_live_stream_summary/ Speak soon! - Malcs |
It's April Fools day (in most places)!
Gamemode stability is not guaranteed. Saves for this gamemode cannot be access after the end date. ENDS APRIL 30 2022 11:59PM GMT Enjoy! DISCLAIMER: April Fools day is one of our favourite days of the year where we add something silly and hopefully fun to the game for a limited time only. It's our way of having some fun and taking a break from the serious nature of game development. |
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Hey all!
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Note: To receive this update, simply restart the game. Your client does not require an update.
Updated Combat Minibar
Click & Hold to Eat
This kind of functionality is great if you feel like attempting content before you are prepared enough to idle it. [h3]Other New Additions[/h3]
[h3]Changes[/h3]
[h3]Tick-Based Skills[/h3] These Skills have now transitioned to the new tick-based system:
This marks the end of the transition to tick-based for Skills, and will now allow us to develop a lot more efficiently in general for the game. [h3]Bug Fixes[/h3]
[h2]Conclusion[/h2] I will be announcing some details about upcoming content next month! Stay tuned for those details. Remember your saves are compatible on all versions on the game (Steam, iOS, Android), and all platforms receive the exact same updates at the exact same time! Speak soon! - Malcs |
Hello everyone!
[h2]Too Much Information?[/h2] If that is too much UI to handle at once, you can disable the Equipment Set Selection and Enemy HP/Attack Bars from the Settings Page. Click & Hold to Eat There are times throughout your adventure where you will want to attempt a Dungeon, or fight a Monster, prior to being equipped enough to completely idle it. This can be a very stressful time for both you and your hand. There is no need to worry anymore! Included in the February update is the ability to Click & Hold to eat food. Now, the game will take care of food spam while you sit back and watch those Monsters perish. Its very simple to use, and the game will even show you that you are currently spam eating. This functionality works on any eat button in the game. Dont worry though, the game will only eat when it needs to. No food will be wasted! More Tick-Based Skills We are continuing the rewrite of Skills, transitioning them all to a tick-based system. The benefits of a tick-based system means the game will perform actions exactly the same offline as it does online. Mastery progression and bonuses acquired during an offline session are applied instantly, removing the requirement to log into the game and collect your mastery experience. Mastery Pool bonuses are also activated immediately, so you dont miss out on the bonus if you unlock it during an Offline session. You wont notice the benefits of a tick-based system when playing normally, but trust that this kind of system is much better than what we previously had in place. In the February 2022 update, these Skills are confirmed be transitioning to the new system:
There are only 2 Skills remaining to transition (Agility & Astrology), if these make it into the February update, I will note it within the official patch notes. A lot of existing bugs are also rectified during the transition of Skills. These fixes will be listed in the changelog once the update is released. Other Notable Additions Here are some other notable additions to the February 2022 update:
Release Date This update will be released on 28 February 2022. Conclusion The aim of these monthly updates is to provide necessary changes to the game, as well as include much requested quality of life updates to aid in the experience. We are always listening to your suggestions! Speak soon! |
[h3]Update v1.0.2[/h3]
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Hello everyone!
[h2]Custom Icons for Bank Tabs[/h2] You will now be able to set your own icon for Bank Tabs. Currently, only items can be used as Bank Tab images. To set a custom bank tab: You can use the same image for any and all tabs as you please. Not sure why you would want to do this, but you can. [h2]Other Bank Inclusions[/h2] We have made some minor UI adjustments to clean up the UI a bit with the Bank. There is also a Unlock All & Lock All setting hidden away if you wish to use these. Golbin Raid - Stage 3 Were moving into Stage 3 of the Golbin Raid minigame development plan. This stage includes a bunch of additions, as well as much requested features. [h2]Pause / Resume Raid[/h2] You are now able to Pause and Resume your Raid and any given time. Pausing the raid can be done during the Raid, and also during the Item Selection screen. Upon pausing, the game will store the exact state of your raid and will wait for you to manually resume it from the Golbin Raid Page. You will resume the Raid at the exact moment you paused it. [h2]Difficulty Selection[/h2] Theres now 3 ways to participate in the Raid, depending on how dangerous you like to live. These come in the form of Easy, Medium and Hard Golbin Raid difficulties. Each setting makes the Raid progressively harder, but rewards are increased to make up for that. Golbins will have increased damage, hitpoints, and extra random modifiers. [h2]Random Modifiers[/h2] If you decide to participate in a Medium or Hard Raid, you will be greeted with a new modifier selection screen. You will be asked to select some Modifiers that will be applied to every Golbin in the Raid, and some that apply to you. These Modifiers are permanent during the raid, and are also randomized. Be sure to read what they do, and select with care. [h2]Custom Items for the Raid[/h2] Included in the Raid shop is a new purchase you can make called a Golbin Crate. These can be purchased with Raid Coins. When a crate is opened, you will unlock a new Raid-exclusive item that is then added to your pool of items to select during future Raids. There are more than 30 new items to unlock, adding another element of craziness to future Raids. [h2]Passive Item Selection Pool[/h2] We have removed the useless items from the Passive Item selection Pool, including Slayer Gear and most of the basic Magic Gear. This will make the pool of items much healthier, that way rerolling your passive item is not a burden or a waste. Tick-Based Skills As promised prior to full release, as well as the December update, we are transitioning all Skills in the game to a tick-based system. The benefits of a tick-based system means the game will perform actions exactly the same offline as it does online. Mastery progression and bonuses acquired during an offline session are applied instantly, removing the requirement to log into the game and collect your mastery experience. In the January 2022 update, these Skills will be transitioned to the new system:
Herblore is a great example of why a tick-based system is beneficial. No longer will you skip potion tiers while training offline. As progress is calculated offline, you will start creating new tiers of potions at the exact moment they are unlocked. A lot of existing bugs are also rectified during the transition of Skills. These fixes will be listed in the changelog once the update is released. The last of the tick-based transition should be completed in the February 2022 update. Release Date This update will be released on 31 January 2022. Conclusion The aim of these monthly updates is to provide necessary changes to the game, as well as include much requested quality of life updates to aid in the experience. We are always listening to your suggestions. Expect some more goodness for the February 2022 update! Speak soon! |
Introduction
[h2]Adjustments to Items:[/h2]
[h2]Performance:[/h2]
[h2]Summary of Bug Fixes:[/h2]
[h2]List of Fixes applied over the last few weeks:[/h2]
Chio Plush Toy - Release Announcement |
Hey everyone!
[h2]New Export/Import Options[/h2] Exporting your save is a very important feature that has protected many characters from a premature digital demise. Its also useful for sharing - be it with a friend, another of your devices or for dev support. The December Update introduces an Export Save to Link feature which will generate a unique link that your save can be accessed from. These links can also be used to import that save. The save links dont expire, and its quick and easy to share the link as you please. Certainly its much easier than copying a massive wall of random text! Heres what it will look like: Note: This is a WIP preview that is subject to change. [h2]Reroll Astrology With Fewer Accidents[/h2] Lets face it - we have all accidentally rerolled one of those precious 5% Astrology Modifiers. The gut wrenching feeling of seeing that 5% roll by as your muscle memory makes another click is excruciating. Not that were salty or anything But fret no longer! Soon a confirmation will appear anytime you attempt to reroll a 5% Astrology Modifier, whether it be from rerolling all Modifiers or individually. If you like living on the edge, however, you can disable this confirmation. You absolute lunatic. [h2]Better Steam Zoom and Fullscreen[/h2] We all know the current zoom implementation for the Steam Client sucks. Thats why the time has (finally) come to fix it! Now, the Steam Zoom will not cause issues with tooltips, sliders or other UI elements. It handles zooming just like the browser does. Unfortunately, your default Zoom setting will reset on update, so you will need to manually adjust it again on load. Steam users will also soon be able to toggle Fullscreen mode, letting you view Melvor Idle in its full glory. And while were speaking of Steam - a fix was recently hotfixed into the game that resolved the always open bug, and we enabled a feature that allows the game to remember your window size and location. [h2]Lots More To Come![/h2] The above is just a small taste of the fixes and changes that are on the way! From now on, we want to be more communicative with you all, and keep you in the loop about exactly what is going on behind the scenes. The plan is to give you consistent insight into the journey of Melvor Idle as we sail into the future! Speak soon! Malcs |
Welcome to the official launch of Melvor Idle! |
Preface
[h2]New Combat and Slayer Areas[/h2] Endgame Content Pt.3 introduces new Monsters for you to tackle. [h3]Combat Area: Elerine Battlegrounds[/h3]
[h3]Slayer Area: Toxic Swamps[/h3]
[h3]Slayer Area: Unhallowed Wasteland[/h3]
[h2]New Combat Potions[/h2] We have added 3 brand new Combat Potions that you can create in Herblore. [h2]Buffs to Combat Potions[/h2] [h3]New:[/h3]
[h3]Changes:[/h3]
[h2]New Rings from Crafting[/h2] We have also added 3 new Combat Rings that can be created within Crafting. They all require Level 90 Crafting, and are Crafted using the Sigils obtained via Thieving. Each Ring provides a Special Attack that replaces your Normal Attacks. There is a Ring for each of the Combat types: Melee, Ranged and Magic. [h2]New Prayers[/h2] Remember that Prayer Skill? Yeah, we decided to beef it up and add 5 new Prayers for you to explore!
[h2]Adjustments to Prayer[/h2]
[h2]Changes to Prayer Level Requirements[/h2] The level requirement of Prayers have never really made sense, and the scaling and progression falls off around the Level 70 mark. These changes are made to even out the Prayer progression and make it feel like you are always unlocking something new.
[h2]Combat Balance Changes[/h2] With the inclusion of a lot of new Content, we took the time to go through Combat and make necessary balance changes. [h3]Adjustments to Monsters[/h3] Higher level monsters have been given Damage Reduction depending on their Combat Level. Boss Monsters at the end of Dungeons have been given a minimum of 20% Damage Deduction.
[h3]New Monster Special Attacks & Passives[/h3]
[h3]New Monster Item Drops[/h3]
[h3]Misc Monster Changes[/h3]
[h2]Buffs to Combat Styles[/h2]
[h2]Adjustments to Existing Equipment[/h2] [h3]New[/h3]
[h3]Weapon Special Attack Changes[/h3]
[h3]Fury of the Elemental Zodiacs[/h3]
[h3]Silver Jewelry [/h3]
[h3]Gold Jewelry [/h3]
[h3]Miscellaneous Equipment Changes[/h3]
[h2]Adjustments to Standard Magic Spells[/h2]
Due to changes to Standard Spells some Magic Monsters have had minor changes to their Max Hits (See Full Changelog) [h2]Adjustments to the Combat Triangle[/h2]
[h2]Adjustments to Slayer Area Effects[/h2] [h3]New[/h3]
[h3]Changes[/h3]
New Skill: Astrology [h2]Introduction[/h2] Astrology is the final Skill to be added to Melvor Idle for v1.0. Now, ignore all the modern day Horoscope nonsense and let me take you back to medieval times where Melvor Idle is set. Astrology is all about discovery of the Stars, or constellations as they are referred to in Melvor Idle. Utilizing your knowledge of these constellations to empower your character with bonuses in almost every Skill in the game. The idea behind Astrology was to go back to the complete basics of Melvor Idle and implement a Skill that provides nothing but bonuses to you. There are no external GP Costs, Item Costs, Level requirements or anything within this Skill. It is something that can be solely trained alone without the help of another external Skill. Everything you need to level up and unlock new bonuses comes from Astrology itself. At heart Astrology is a gathering Skill. A Skill that can be trained all the way until Level 99 without requiring anything else. Its a breath of fresh air from the complexity the game has to offer with the recent Skills added to the game. [h2]Mechanics[/h2] There are 11 unique constellations for you to study, each assigned two different Skills that can be boosted. You are able to study these constellations to earn Skill XP, unlocking their benefits as you continue to progress. Studying any constellation will provide a chance for two new resources to be acquired automatically - Stardust and Golden Stardust. Within each constellation you will find 6 different Stars that each grants a random modifier. The modifier that is applied to these stars can be rolled by you at a cost of Stardust or Golden Stardust, and are chosen from a predetermined list of modifiers that are visible within the constellations themselves. The Modifiers you roll are active at all times, and will remain active until you decide to reroll it for a new one. [h2]Standard and Unique Modifiers[/h2] The modifiers you are able to roll are separated into two distinct categories - Standard Modifiers and Unique Modifiers. Standard Modifiers are largely the same within all constellations, depending on whether the Skill they benefit is Combat related or not. Each constellation houses 3 stars that can contain one Standard Modifier each. These are rerolled at the cost of Stardust Unique Modifiers provide bonuses unique to that constellation only, and are generally great modifiers to have active throughout the game. Each constellation houses 3 stars that can contain one Unique Modifier each. These are enrolled at the cost of Golden Stardust. But be careful, Golden Stardust is quite rare to come by. [h2]Expansion[/h2] See full changelog. [h2]4th Equipment Set[/h2] With the introduction of Astrology being the final Skill added to the game, its time to finally give you one of the most requested additions. You are now able to purchase a 4th Equipment Set from the Shop. It requires Level 99 Astrology and 100M GP to unlock. This will be fantastic for a Skilling setup. [h2]New Potion[/h2] We have added a Secret Stardust Potion to Herblore which will greatly assist in your Astrology training, even well beyond Level 99. Statistics 2.0 Its been a long time coming, but I can finally introduce you to the new Statistics 2.0 that has been included in this update. The aim for this rework wasnt necessarily to provide you with every single stat imaginable, but it was more to rework the whole system behind the scenes that will allow for very easy implementation of new stats in the future. With this rework, many stats have either been reset or are sitting at 0. This is due to it not being possible to track statistics that were never tracked in the first place. Of course, we have added more stats for more Skills alongside this. We have added statistics for the following:
All non-Combat skills now have these additional stats:
Some new notable Stat additions:
You will continue to see many new Statistics over coming updates and Expansions. Updated Completion Log The Completion Log has finally received its well overdue facelift! This update brings in new UI enhancements, and some lovely celebration animations so you can party with yourself for achieving a massive Milestone in a singleplayer game. [h2]New Completion Log UI[/h2] The Completion Log has moved to its own page, where you can select the Completion Category you wish to view, as well as see a total completion progress bar at the top! [h2]Updated Item Log[/h2]
[h2]Updated Monster & Pet Log[/h2]
[h2]New Milestone Celebration Animations[/h2] Upon reaching a Milestone, you will now be greeted with a lovely fireworks display to congratulate you on your achievement. [h3]Milestones that activate the animation[/h3]
[h2]Updated Popup UI for Milestones[/h2] Some Milestones have received a new UI to better communicate the achievement you reached:
Tutorial Island This is well overdue, but we finally got there in the end! Tutorial Island has been added to the game which will guide new players through the basic mechanics and Skills that Melvor Idle has to offer. Upon beginning a new Character, you will drop into Tutorial Island and be required to complete basic tasks. Its quite similar to how Old School RuneScape does it, and it should provide the player with enough basic knowledge to get going on their adventure. If you do not want to do the Tutorial, you can skip it with the required button. I hope the addition of Tutorial Island will assist players with the initial overwhelming feeling you generally receive when first loading up the game. It takes roughly 10-20 minutes to complete. Tick-Based Skills We promised a little while ago that eventually all Skills will transition to a Tick-Based system, just like Combat and Thieving currently are. The benefits of Tick-Based Skills means you can progress through a Skill at an identical rate online as you can offline. It also means development of skills is a lot easier for us because we do not need to manage two separate code bases for online and offline functionality. Tick-Based Skills also provide the benefit of Mastery bonuses applying at the exact time you level up, meaning you do not need to log in to the game to activate Mastery bonuses. This update transitions two Skills to the new Tick-Based System:
The transition to Tick-Based also means the Controlled Heat & Perfect Swing Potions now work offline! Mining also received a minor QoL update in the process:
A lot of reported Mining bugs were also rectified in this transition. We will detail those below in the Bug Fix change list. Offline Time Cap Increase Now that the game is finally complete, and we have a total of 23 Skills for you to train, I was now able to look at the whole picture and see what changes would benefit the player the most. The Offline Time Cap of 12 hours is reasonable, up until a certain point. I solely believe that as more content is added to the game, this time cap should gradually increase alongside it. The Offline Time Cap has been increased to 18 hours for all players. Now, this does not mean every content update will come with an increase. It simply means that it is an area I consider upon updating the game. Nothing is always set in stone, and Im always listening to feedback around to game in areas like this. New Farming Plant Option (QoL) The addition of Passive Cooking and utilization of multiple farming ingredients made it clear that Farming needed a slight adjustment to help with your crop management. This update comes equipped with a new Plant All Selected Farming option. You can now assign any seed to a plot in the respective seed category, and the game will plant that seed in that plot when you press this button. This means you are now able to grow many different crops at the same time with the click of a single button. The new planting option is unlocked for everyone, there is no shop upgrade required to activate it. Looting QoL This is one of the most discussed and suggested changes Melvor Idle has ever seen. I dont think there is a day that goes by where a suggestion to do something about the Looting mechanic, especially for late game players. As the development of the game progressed, and the content you faced became harder, it became clear that the absolute requirement to have the Amulet of Looting equipped for your grinds was not a good mechanic to have. In general, it is okay to use it for part of the game, but not for everything you face after acquiring it. These changes aim to make Looting a bit better for all players, and also open up an Amulet slot for late game players taking on harder content:
These 3 changes when combined should provide a much better looting experience for all. Conclusion Please read the Full Changelog to see information around Localization, New Melvor Idle Branding, and the most important part - the Bug List. |
Hello everyone! |
Hello everyone!
I'd also like to announce that Melvor Idle is in the process of being localized in roughly 12 different languages! Although not all languages will be available on release, the localization team is hard at work to get as many languages ready as possible for v1.0. This is something that players have been asking for consistently over the last 2 years. To be able to have the resources available and make this a reality is an amazing feeling! On top of the Major Content, the update will bring lots of quality of life features that have been requested for quite some time. I will have more information on what will be coming at a later stage, but I can happily announce these new additions will be included:
[h2]What happened to Township?[/h2] As you may have already noticed, I did not include Township in the confirmed Major Update list. This is due to the unfortunate news that Township will be delayed (again) and instead be included in the first Major Expansion, alongside the Level 120 Content Update. Township has changed many times in the planning phase. As we are finally figuring out the mechanics and how this Skill will look, we noticed that the scope of the Skill itself is too large to justify delaying v1.0 for. As Township doesn't necessarily affect much of the core game, we felt it was right to release it as the first new Expansion Skill. This will give us a lot more time to polish and enhance our vision of Township, and provide everyone with something truly unique to Melvor. [h2]Growing the Team[/h2] Something I also never thought would happen was the growth of the team itself that is working on Melvor Idle. I started this project 2 years ago as a hobby to learn and explore my own skills within game development. To be able to expand the team and hire more people to assist with Melvor Idle has been one of the best decisions I have made throughout this journey, and it is fantastic to see many people keen to help out. Firstly, we have "Prat '' who is well known to the community. He has been working full-time alongside me on the game since January 2021. Hard at work planning content, researching the market, analyzing player data and testing new content to bring more interesting mechanics to the game. We also have "Coolrox95", who as you know was responsible for the amazing Combat Rewrite and the inclusion of Offline Combat. Coolrox is officially helping part-time on Melvor as a 2nd Developer and is assisting greatly with getting Melvor Idle ready for v1.0. Any keen eye would notice that he was behind the development for the Thieving Rework, and is currently working on the Endgame Part 3 Content update. I'd like to also give an honorable mention to "Uplinked'', who is a creative writer helping us greatly with the Lore within the game. He wrote the Endgame Part 2 Lore you see, and is currently working on a rewrite on Part 1 plus the brand new lore for Endgame Part 3. I hope to have him more involved with creative writing to expand the Melvor universe. Another honorable mention is to our amazing artist Andrew from "Nuclear Starfish". Although most of the artwork in the game is licensed assets, Andrew has been responsible for all of the custom content you see in the game. This includes all of the Boss Pets, the dragons in Perilous Peaks, the existing background in the game, and also the new Boss being included in Endgame Part 3. [h2]More to come[/h2] I will have many more announcements coming around full release, including details about a potential Beta for everyone to try before officially hitting that v1.0 milestone, details of each Major Update point listed above, and some other goodies here and there! Speak soon. - Malcs |
Changelog
[h3]Changes:[/h3]
[h3]Fixed:[/h3]
These fixes have already been applied to the game in the last week:
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Major Update Introduction
Stealth can be increased in a number of ways:
[h2]Balance Changes[/h2] Thieving has been completely rebalanced. The old NPCs have had their level requirements and XP amounts readjusted. Combining this with the addition of new NPCs, leveling Thieving should now be much smoother, a lot faster to level, and make a decent amount of GP along the way. The level requirements of NPCs have been adjusted:
The base xp of NPCs has been adjusted:
The maximum GP of NPCs has been adjusted:
The Max Hit of NPCs has been adjusted (Standard Mode numbers):
Furthermore, anything that used to provide bonuses to Thieving success rate or success rate cap have been changed to provide increases to Stealth or other bonuses. For a complete list of changes, check out the full Changelog at the bottom. [h2]Interface Overhaul[/h2] The interface for Thieving has been completely redone. NPCs are now displayed in areas, similar to Fishing. Information, such as doubling chance and thieving interval, are now also shown, similar to Smithing or Fletching. A "Show Drops" button has been added. This allows you to see your GP gains, as well as potential loot drops from an NPC. Drops are hidden by the use of a question mark until you find them at least once. [h2]Thieving is Now Tick Based[/h2] Thieving has now been transitioned to be tick-based system, just like combat. This has resulted in the following benefits:
Cooking Rework [h2]Introduction[/h2] The long awaiting Cooking Rework is here! The aim of this rework is to provide a large rebalance to the use of Food throughout the game, while also providing more options to the Player in what they wish to produce. Although the below changes may be disappointing to some, especially with the Farming changes, this rework was designed to fix what was initially intended from the Skill but was never achieved. It's about ensuring the progression from a new player's perspective is accurate to what the game was originally meant to provide. I really do apologize if the Farming changes affect you greatly. It is simply here to bring the game into what it was always meant to be. Some much requested Quality of Life features have also been added, alongside a new Passive Cooking mechanic that should provide an extra pair of hands throughout your Melvor journey. Offline Progress will be awarded for those who were Cooking Offline when the update dropped. Your Offline Progress will be subject to the changes and new mechanics listed. [h2]Cooking Furnace and Cooking Pot[/h2] Alongside the Cooking Fire, we have now introduced the Cooking Furnace and Cooking Pot. These new Cooking Utilities (That's what I call them) unlock a wide range of new unique multi-ingredient products you can cook and use in Combat or Thieving. They act the same way as the Cooking Fire does, while also providing their own unique bonuses within Cooking itself. Each Cooking Utility is home to different types Food for you to Cook that can only be obtained by using the respective Fire, Furnace or Pot. These are required to be purchased from within the Shop prior to being able to use them. [h2]Active Cooking and Passive Cooking[/h2] A new mechanic you will notice straight away is the Active Cooking and Passive Cooking buttons implemented into the Cooking UI for each Cooking utility. [h3]Active Cooking[/h3] This is your standard way to Cook Food. This will provide you with Skill XP, Mastery XP, Mastery Pool XP and all relevant bonuses relating to the Food you are Cooking. Only one product can be Actively Cooked at any given time. [h3]Passive Cooking[/h3] A brand-new way to Cook Food which will assist with your progression throughout the game. Passive Cooking is a method of food production that can be done alongside the food you are Actively Cooking, at the same time. Any Cooking utility that is not being used can perform Passive Cooking as long as you are Actively Cooking something on a different Cooking Utility. For example: You can be Actively Cooking Fish and can start Passively Cooking Food on the Furnace and Pot at the same time. Passively Cooked Food is added to something called a Stockpile. There is one Stockpile for each Cooking Utility, and this Stockpile can only house one type of Food until it is collected by you. The game will not let you Passively Cook anything if the item sitting in the Stockpile is different from the one your are attempting to produce. Passive Cooking comes with some very important mechanics that you need to be aware of:
In the event you stop Actively Cooking something, all items you are Passively Cooking will also stop. You cannot Passively Cook until you are Actively Cooking something. [h2]Perfect Cook[/h2] Perfect Cook is a new mechanic that produces an upgraded version of the base product you are Cooking, providing extra Food Healing values as well as a much higher base Sale Price. Each Active Cook action has a chance to provide a Perfect product. This chance can be increased using Mastery and other means. It is possible to acquire 100% Perfect Cook chance at later stages of the game. Perfect Cook is classed as a bonus; therefore, it is not possible to produce a Perfect product using the Passive Cook mechanic. There is a Setting on the Cooking Page and also in the Settings Page to enable or disable Perfect Cooking. If you do not wish to receive Perfect Items, you can simply toggle it off. [h2]Successful Cook and the removal of Burnt Items[/h2] One thing we discussed during the planning process was the use that burnt food provides to the game. We were quick to decide that burnt products add literally no benefit to the game. This led to the decision that burnt products will no longer be obtainable as we transition to a Successful Cook mechanic. Now, products that fail to cook will be yeeted into oblivion, providing nothing for your efforts to Cook something delicious. For those concerned about a specific item that requires Burnt Cave Fish to obtain take a look at the drop table for the Tentacle Monster in Sandy Shores. This also means all Burnt Food, except the Burnt Cave Fish, is no longer required for 100% item completion (They are also worth 0 GP now). [h2]New Shop Upgrades[/h2] Along with the rework, we have two new Shop upgrades for you to purchase. These are Quality of Life upgrades that will help streamline your progression.
[h2]Food Source & Usage Rebalancing[/h2] Along with all the new content added within this rework, we need to address another part of the update. This rework gave us the opportunity to look at the whole picture in terms of Food and how it is used throughout the game and come to a solution to balance this to our expectations of the game. Here are the main points for the rebalance (Details below in changelog).:
It's all well and good to address the Food itself, but we also took the opportunity to address food usage within Combat which will also provide some interesting new mechanics throughout the Combat Areas:
[h2]Food Healing Changes (Standard Mode numbers)[/h2] Decreased the healing of:
[h2]Base Cooking Interval Changes[/h2] Decreased the base Cooking Interval of:
Increased the base Cooking Interval of:
[h2]Base Cooking Skill XP Changes[/h2] Increased the base Cooking Skill XP of:
[h2]Food Sale Price Changes[/h2] Increased the sale price of:
[h2]New Agility Obstacles[/h2]
[h2]New Potion UI[/h2] The Potion UI has got a massive facelift, bringing a brand new design and functionality to help guide you through your Potion hoarding issues. The brand new Potion UI comes equipped with:
[h2]Ancient Sword Rework[/h2] Something I wanted to highlight was the changes made to the Ancient Sword. It was a very lackluster Weapon, and was always overlooked in favour of other Weapon choices. This rework aims to address the issues and give it a unique place in the game. The Ancient Sword now:
Hopefully these changes make the Weapon a viable choice for those around the mid-game. Changelog (Not including food number changes listed above) [h3]NEW ADDITIONS:[/h3]
[h3]CHANGES:[/h3]
[h3]FIXES:[/h3]
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Introduction
This is just a small list of what you could find. There is so much more for you to explore with these new unique items. The Art of Stealth This rework introduces two new mechanics known as Stealth and Perception. Perception is a measure of how difficult an NPC is to steal from, while Stealth is how good you are at stealing. Your Stealth competes against an NPC's Perception The above will determine your:
This information and the % numbers/chances are displayed in the new Thieving Interface. Stealth can be increased in a number of ways:
Thieving has been completely rebalanced. The old NPCs have had their level requirements and Skill XP amounts readjusted. Combining this with the addition of new NPCs, leveling Thieving should now be much smoother, a lot faster to level than old Thieving (roughly 3x faster) and you make a decent amount of GP along the way. Furthermore, anything that used to provide bonuses to Thieving "success rate" or "success rate cap" have been changed to provide increases to Stealth or other bonuses. Interface Overhaul The interface for Thieving has been completely redone. NPCs are now displayed in areas, similar to Fishing. Information, such as doubling chance and Thieving interval, are now also shown, similar to Smithing or Fletching. The interface will also show information around Unique Item drop chance. A "Show Drops" button has been added. This allows you to see your potential GP gains, as well as loot drops from an NPC. Drops are hidden by the use of a question mark until you find them at least once. Thieving is Now Tick Based Thieving has now been transitioned to be tick-based system, just like Combat. This has resulted in the following benefits:
Dying in Thieving Just like the introduction of Offline Combat provided - it is now possible to die while Thieving Offline. You will be greeted with an alert on the Thieving Page mentioning this, while providing the option to enable or dismiss this feature (Yes, dismissing this alert will keep it dismissed for that character). The Setting to enable or disable Offline functionality will be present on the Thieving Page as well. The inclusion of this means:
Will these new NPCs cause Mastery to take longer to achieve? No, it will not. A common misinterpretation is that new Masteries introduced for Skills into the game means it will now take you longer to achieve 100% Mastery. I blame myself for this misinterpretation due to the lack of explanation in game regarding the Mastery System. The Mastery System is designed to automatically balance itself whenever new items or intervals in the game are changed. If I add new items to a Skill, the Mastery XP you get per action is automatically increased to accommodate. If I increase the interval of something, like how long it takes to Cook Food for example, then again the Mastery XP per action is automatically increased. This means if I add 100 new items to a Skill, it won't actually take you longer to achieve 100% Mastery. I could even increase the intervals of everything by 1000%, but it would still take the same amount of time to achieve 100% Mastery as the original interval. I'm personally not okay with the thought of adding new Masteries to the game that causes Mastery to take longer to complete. This is why I designed it to automatically balance itself so this does not occur. Hardcore Characters with the inclusion of new Items It's very hard for Hardcore players when so many new items are introduced into the game, specifically around the Bank limitation they face. This update, just like the last one, will further increase the limit of Bank Slots you can purchase. You'll probably find that this increase will occur for future updates, as it is a limiting factor of the gamemode that becomes somewhat annoying when there are a lot of items to manage. Existing Progress In case anyone is concerned with Skill Reworks - No progress is reset. All items/NPCs that exist are still in the game, and you still have all your individual Mastery progress on this Skill. Conclusion This rework, which is included in the next Major Update, will finish off all the planned reworks from the Development Roadmap. Other lackluster Skills are still receiving changes in future updates, but not to the point where they require a full rework. I hope this rework brings a new and interesting play style to you, and provides a much nicer experience than the existing Thieving Skill. The Major Update is not far away! Speak soon! - Malcs |
Introduction
In the event you stop Actively Cooking something, all items you are Passively Cooking will also stop. You cannot Passively Cook until you are Actively Cooking something. Perfect Cook Perfect Cook is a new mechanic that produces an upgraded version of the base product you are Cooking, providing extra Food Healing values as well as a much higher base Sale Price. Each Active Cook action has a chance to provide a Perfect product. This chance can be increased using Mastery and other means. It is possible to acquire 100% Perfect Cook chance at later stages of the game. Perfect Cook is classed as a bonus; therefore, it is not possible to produce a Perfect product using the Passive Cook mechanic. Successful Cook and the removal of Burnt Items One thing we discussed during the planning process was the use that burnt food provides to the game. We were quick to decide that burnt products add literally no benefit to the game. This led to the decision that burnt products will no longer be obtainable as we transition to a Successful Cook mechanic. Now, products that fail to cook will be yeeted into oblivion, providing nothing for your efforts to Cook something delicious. For those concerned about a specific item that requires Burnt Cave Fish to obtain take a look at the drop table for the Tentacle Monster in Sandy Shores when the update drops. This also means all Burnt Food, except the Burnt Cave Fish, is no longer required for 100% item completion (They are also worth 0 GP now). New Shop Upgrades Along with the rework, we have two new Shop upgrades for you to purchase. These are Quality of Life upgrades that will help streamline your progression.
Food Source & Usage Rebalancing Along with all the new content added within this rework, we need to address another part of the update. This rework gave us the opportunity to look at the whole picture in terms of Food and how it is used throughout the game and come to a solution to balance this to our expectations of the game. Here are the main points for the rebalance (Details below in changelog).:
It's all well and good to address the Food itself, but we also took the opportunity to address food usage within Combat which will also provide some interesting new mechanics throughout the Combat Areas:
Conclusion The update is not too far away! I've got some more announcements to make over the next few days. Keep your eyes peeled! - Malcs |
Introduction
[h2]Changes to Player Stat Calculations[/h2] Several formulas for player stat calculations have been tweaked slightly to make them consistent with the stat calculations of enemies, as well as correcting some inconsistencies between the different ranged, magic and melee calculations. Overall these changes have resulted in a slight buff to players in combat. Outlined below are the changes to each of the core stats. [h3]Max Hits[/h3] The base calculation for melee and ranged max hit has remained the same and is as follows: Strength bonus refers to the bonus provided by equipment. Gamemode Multiplier refers to the multiplier to all HP related values for a gamemode. This is 10 for Standard and Hardcore mode, and 100 for Adventure mode. Effective Strength Level is calculated from the players skill levels and any hidden levels. This calculation has been changed for players to be consistent with enemies as follows: [h4]Effective Melee Strength Level[/h4]
[h4]Effective Ranged Strength Level[/h4]
Note: The style bonus for the Accurate style has been changed to just provide +3 Hidden Ranged Levels. Overall this change increases the Effective Ranged Strength level by +9. [h3]Magic Max Hits[/h3] The base calculation for magic max hit has remained the same for players: Magic Damage Bonus is the percent bonus provided by equipment. Enemies have been changed to use the same formula as players, and have had their spell selection and magic damage bonuses adjusted to produce similar max hits as before, resulting in slightly lower values overall. [h3]Evasion Ratings[/h3] The base calculation for evasion ratings is as follows: [h4]Melee Evasion[/h4] The effective defence level calculation has been changed to be consistent with Ranged and Magic Evasion.
[h4]Ranged Evasion[/h4] The effective defence level calculation has remained the same as:
[h4]Magic Evasion[/h4] The effective defense level calculation has remained the same as:
[h3]Accuracy Ratings[/h3] The base calculation for accuracy rating is as follows: The attack bonus is the bonus provided by equipment. [h4]Melee Accuracy[/h4] The effective attack level calculation has been changed:
[h4]Ranged Accuracy[/h4] The effective attack level calculation has been changed:
Note: The style bonus for the Accurate style has been changed to just provide +3 Hidden Ranged Levels. Overall this change increases the Effective Attack Level by +1. [h4]Magic Accuracy[/h4] The effective attack level calculation has been changed:
[h3]Summoning Max Hit[/h3] Summoning max hit has been changed to combine the values of both Summons. Previously it was the largest value of both Summons. [h2]The structure of all items, special attacks, Monsters etc have changed, so this means a lot of scripts and extensions that interact with Combat will no longer work. Please be cautious of this.[/h2] Offline Combat Along with the rewrite, Offline Combat has also been added. Offline Combat follows the same rules and functionality of all other Skills in the game. There is a 12 hour Offline cap, and you will be provided with your experience and items upon returning to the game. The benefit of a tick-based system really shows here, allowing for players to log back into the game at the exact moment they would be if they were training Online. Here is a breakdown of general Offline Combat features:
[h2]Dying Offline[/h2] As mentioned above, it is possible to die while Offline in Combat. Dying while Offline will result in the same consequences as dying Online. This means losing an Item for Standard/Adventure Characters and losing your Character entirely for Hardcore Characters. If you die Offline, Combat will not progress. There is also no way of the game notifying you that you died while away due to the nature of the game. To help mitigate the risk of accidental deaths, these have been added to the game:
[h2]Offline Combat is DISABLED by default for all Characters. You will be required to enable it for each Character if you wish to use it (You won't miss the notification in game). This can be enabled/disabled as you please from the Settings page.[/h2] Changelog Details everything that has changed [NEW] Combat has been completely rewritten from the ground-up, transitioning to a tick-based system in the process. [NEW] Offline Combat has been introduced, allowing for all Combat content to be completed Offline in the exact same manner as it would be done Online. [NEW] Offline Combat can be enabled/disabled, which comes with a warning popup that must be agreed to every time you wish to enable Offline Combat. [NEW] Returning to the game during an Offline Combat session will continue exactly where it would be if you were training Online. [NEW] Combat now performs all required calculations every 50ms instead of set intervals, allowing for more accurate gameplay as well as increased performance. [NEW] Added icons for Buffs and Debuffs to the game that display next to HP values within Combat. These icons contain a Tooltip detailing their effects as well as a number showing how many turns are remaining until it disappears. [NEW] Improved Damage Splashes allow for better visualization of when players/enemies are damaged and healed, and what source the damage is from [NEW] Hot-swapping equipment is now possible, which means you can swap gear with a full bank and not have to worry about clearing a slot to unequip something if it is a direct swap. [NEW] Special Attack descriptions that contain buffs/debuffs will now highlight the buff/debuff in a different text colour. [NEW] Equipping a two-handed weapon, Javelins or Throwing Knives will now display that same weapon within the 2nd slot it takes up (slightly faded image). [NEW] New Setting has been added to disable Combat Progress Bars [NEW] New Setting has been added to disable Combat Damage Splashes [NEW] New Setting has been added to disable Preservation notifications. [NEW] A button has been added to the Marks Page within Summoning, allowing you to jump to the Create Familiar screen relating to that Mark. [NEW] Quick buying of items from the Shop has been added. Items within Crafting related Skills that contain a small Shop icon in the top left corner can be clicked to quickly buy more of that item via a small popup window. This functionality has also been added to Compost and Gloop within the Farming Page. [NEW] You can now see which Agility Obstacle is currently built within the "Build Agility Obstacle" window. [NEW] A small tick now displays on the Skilling Minibar to represent if that particular item is currently equipped in your active Equipment Set. [NEW] The Max Skillcape will now display on the Skilling Minibar, alongside the button for the Skill's respective Skillcape. This will only display once you have purchased at least 1 Max Skillcape. [NEW] Added a "View Monster Stats" window to the game, allowing you to view the stats and Special Attacks/Passive of Monsters you have killed. This can be accessed by clicking the Monster's image in the Monster Log. [NEW] Search Summoning Synergies page now contains an icon of the Skill relating to the Familiar in the top left corner. [NEW] The new Combat system will now attempt to mitigate browser throttling automatically by comparing timestamps and awarding you the correct progress if a large enough time difference is detected. [NEW] A large popup will now display if your Force Save to the Cloud does not succeed for whatever reason. [NEW] There is also a nice new notification confirming if the Cloud Save was successful. [NEW] The confirmation popup when attempting to load a Save while connected to the Cloud will now also display the save's timestamp. [CHANGE] Player Stats such as Max Hit, Evasion Rating and Accuracy Ratings have been adjusted as per the above breakdown. [CHANGE] Increased the amount of Bank Slots a Hardcore Character can buy to 78, up from 68. [CHANGE] All images for Items have been converted to PNG format (They were previously SVG). This should drastically increase performance throughout the bank, specifically with banks that contain over 100 items. [CHANGE] "Attack Speed" is now known as "Attack Interval" throughout the entire game to allow for clear descriptions of Modifiers. [CHANGE] Ku-Tul now has a Max Hit for Normal Attacks of 765, up from 10. [CHANGE] Reduced Glacia's Magic Damage Bonus to 8, down from 17. This is due to the above stat changes to ensure her Max Hit does not increase above her intended Max. [CHANGE] Reduced Malcs, the Leader of the Dragons' Strength Level to 669, down from 700. Due to the above stat calcuation changes, his Max Hit has increased by 1. [CHANGE] Buff - Burn DOT Effect - Now deals damage equal to 15% of Current HP over 2.5s (Up from 15% Current HP over 5s). "Current HP" refers to the HP of the Player/Enemy the Burn effect is applied to. [CHANGE] Buff - Pig + Ent Synergy - +15% chance to receive +1 Cooked Food in Cooking. Cannot be doubled (Up from 1%). [CHANGE] Buff - Wolf + Unicorn Synergy - +50% Lifesteal from Bleed damage (Up from 1%) [CHANGE] Buff - Ent + Monkey Synergy - In Woodcutting, +30% chance for a random Silver or Gold Jewelry to drop instead of a Bird Nest (Up from 1%). [CHANGE] Buff - Mole + Leprechaun Synergy - When successfully pickpocketing the Miner in Thieving, +20% chance to get a random Gem (Up from 10%). [CHANGE] Buff - Pig + Leprechaun Synergy - The Chef in Thieving now deals no damage to you. Now also Grants +1 Base Items from the Chef. > [CHANGE] Cloudburst Staff - New Special Attack Name & Description (Still works the same, no mechanical changes) - Magic Ray (100%) Converts your selected Standard Magic Spell into a Magic Ray, dealing 40% of your normal damage damage 10 times over 2. On a hit, gives the enemy +15% Attack Speed for 2 of the enemy's turns. Consumes Runes per hit. [CHANGE] Sandstorm Ring - Special Attack is now Melee Only and cannot be used if you are using a Ranged or Magic Attack Type. It will not display in the Special Attack list if it cannot be used. [CHANGE] Sandstorm Ring - Now requires Level 50 Attack to equip. [CHANGE] Sandstorm Ring - Special Attack chance is now 15%, down from 20%. [CHANGE] Sandstorm Ring - Damage dealt is now 1% - 15% of Current Player HP, down from 5 - 15% [CHANGE] Sand Beast's Sandstorm Special Attack - Damage dealt is now 1% - 15% of Current Enemy HP, down from 5 - 15% [CHANGE] Combat Progress bars will now utilise the GPU to render. [CHANGE] The format in which Local Saves are stored has changed. Local Saves now only store the compressed string into Local Storage. It no longer stores each individual save item. Old save formats are automatically converted to the new format upon loading. Old saves are still compatible with this version. [FIXED] "Most Recent Save" banner on the character selection screen now displays accurately (This was hotfixed roughly 6 weeks ago). [FIXED] Smithing gloves now correctly provides +50% Smithing Skill XP (Additive) [FIXED] Merged Coal Ore drops from Mining Cape and general Mining on the Welcome Back screen [FIXED] Offline Progress spinner on the Welcome Back popup no longer causes a scroll bar to appear and disappear rapidly [FIXED] Inconsistencies with mouse icon on horizontal menu items in crafting related skills has been fixed. [FIXED] Issues loading into the game from Offline Progress that cause errors have mostly been rectified. [FIXED] Activating Offline Thieving by switching tab or minimizing the game would not always activate the Offline session, causing 0 XP to be gained upon returning [FIXED] Skilled Fletching Potion III was providing 10% bonus instead of the intended 15% bonus [FIXED] Burning status icon in Combat is displayed on Player permanently, without taking burn damage [FIXED] Ranged Strength was calculated twice if Throwing Knives/Javelins were equipped (Visual only). [FIXED] No comma notation on Runecrafting Screen for currently selected item. [FIXED] Rare issues of Auto Eat using more food than intended should be fixed. [FIXED] Priest Hat increased Prayer Costs by 1, instead of reducing it as intended. [FIXED] Offline Woodcutting was not providing double log bonuses. [FIXED] Max Skillcape and Cape of Completion were providing a larger HP regen bonus than intended. [FIXED] Summoning was not applying the cost reduction bonus obtained at Level 99 Mastery [FIXED] Slayer Platebody (Elite) was providing +15% Slayer XP Bonus instead of the intended +30%. [FIXED] Double clicking loot will give both the clicked loot and the loot to the right without removing the right side loot allowing infinite duplication. [FIXED] Issue that caused the "Sell x" textbox in the Bank to lag considerably during long play sessions when changing the value has been recitified. [FIXED] Performance around equipping and unequipping items have been greatly improved. [FIXED] Tooltips within the Bank no longer have a slight delay when displaying due to high item counts. [FIXED] Very rare occurance of dying twice within the Fire God Dungeon has been fixed. [FIXED] Memory Leak issues should be mostly eliminated for Steam users. [FIXED] Slayer 'Cancel' New Task selection button disappaering when Monster respawns. [FIXED] Slayer Sidebar Menu item not being highlighted while training but Thieving is. [FIXED] Rare occurance of dungeons icons not working while fighting the second+ Monster. [FIXED] Dropped Loot tooltips not showing item descriptions, special attacks or healing value [FIXED] When you equip/bury something from the bank or change attack style the Hitpoints label is unhighlighted until the next new monster is refreshed to fight. [FIXED] Runic Ruins Magic Evasion debuff being applied incorrectly while using Magic [FIXED] Rare occurance of super fast attack speed within the Golbin Raid should be rectified. [FIXED] Combat Skill Progress Bars should be fixed and no longer show incorrect progress. [FIXED] Golbin Raid should now correctly set your character unlocks back to the intended values when leaving or dying within the Raid. This includes Prayers and Magic Spells. [FIXED] Activating Prayers now correctly changes the text of Prayer in the Sidebar green [FIXED] Special Attacks persisting after weapon swapping in Golbin Raid should be fixed. [FIXED] Rare occurance of fluctuating damage values for the Tidal Edge should be recitified. [FIXED] Lack of description on Summoning Attack Bar tooltip within Combat is now fixed. [FIXED] Summon attacks that miss in Combat now correctly display a Miss indicator. [FIXED] Finding the Red Herring within the Golbin Raid will no longer break everything. [FIXED] CPU usage due to progress bars within Combat should now use much less CPU. [FIXED] Issue with Crafting unintentionally using Combat Doubling Chance has been fixed. [FIXED] Ancient Magicks tooltip displaying how many clears are remaining should no longer go into negatives. [FIXED] Mud Runes are now inside the Combination Runes array. [FIXED] Ent + Monkey Synergy only used charges on birds nest drop (Online only) [FIXED] Ent + Bear Synergy used charges when the potion was inactive (Both Online & Offline) [FIXED] Octopus + Bear Synergy used charges when the potion was inactive (Online only) [FIXED] Octopus + Bear Synergy was not using charges offline [FIXED] Devil + Bear Synergy used charges when the potion was inactive (Both Online & Offline) [FIXED] Pig + Bear Synergy used charges when the potion was inactive (Both Online & Offline) [FIXED] Pig + Devil Synergy didn't use charges in Cooking (Online only) [FIXED] Mole + Octopus Synergy only used charges on gem drop (Both Online & Offline) [FIXED] Mole + Salamander Synergy used charges even when Mining Ores with no smeltable output (Both Online & Offline) [FIXED] Mole + Bear Synergy used charges when the potion was inactive (Both Online & Offline) [FIXED] Salamander + Ent Synergy charges used the incorrect interval resulting in inaccurate Summoning XP provided (Offline only) [FIXED] Salamander + Octopus Synergy used the incorrect interval resulting in inaccurate Summoning XP provided (Both Online & Offline) [FIXED] Salamander + Pig Synergy is used charges at the start of the interval [FIXED] Salamander + Pig Synergy was not consuming charges as intended (Offline only) [FIXED] Salamander + Crow Synergy used the incorrect interval resulting in inaccurate Summoning XP provided (Offline only) [FIXED] Salamander + Bear Synergy used charges when smithing Gold Bars even though it didn't use the potion (Both Online & Offline) [FIXED] Salamander + Bear Synergy used the incorrect interval resulting in inaccurate Summoning XP provided (Offline only) [FIXED] Salamander + Devil Synergy used charges when Smithing items without Coal requirements (Both Online & Offline) [FIXED] Leprechaun + Octopus Synergy actually halved the interval, instead of doubling it for Fisherman in Theiving lol. [FIXED] Leprechaun + Pig Synergy only used charges when you failed the pickpocket (Online only) [FIXED] Leprechaun + Devil Synergy incorrectly rolling the RNG value, resulting in inaccurate bonuses provided (Online only) [FIXED] Monkey + Pig Synergy didn't use charges (Offline only) [FIXED] Monkey + Pig Synergy didn't use charges when preserving resources (Both Online & Offline) [FIXED] Monkey + Bear Synergy used charges when the potion was inactive (Both Online & Offline) [FIXED] Crow + Salamander Synergy used the incorrect interval resulting in inaccurate Summoning XP provided (Offline only) [FIXED] Crow + Bear Synergy used charges when the potion was inactive (Both Online & Offline) I hope you enjoy the update! Time to start work on the next Major Update :) - Malcs |
Hey everyone!
If you are still facing issues of memory leaks, please be sure to post your findings/observations in the dedicated discussion thread so we can pinpoint the source of the issue: https://steamcommunity.com/app/1267910/discussions/0/5691968038977208350/ - Malcs |
Hello everyone!
Some New Features:
Offline Combat Yes, it's finally arriving. Along with the above rewrite, Offline Combat will also be included. It will work the same as if you were fighting Enemies online, and will be capped at 12 hours per offline session like all the other Skills. There isn't really much to say about this. It's just Combat without needing to be online. [h2]How will Deaths work Offline?[/h2] This is something that is still being decided on. And will be tested and changed many times before Public release. The current discussions around this is that yes, you will be able to die Offline. However, there will be ways for you to either save yourself, or know if this is a possibility of occurring. This is a delicate task to undertake, especially with Hardcore characters. But you will know in advance how this is going to work, and what has changed alongside it to accommodate. When will this be released? The above is confirmed to be included in the next Major Update, Alpha v0.21. Release ETA unconfirmed. This Major Update will arrive a lot faster than you expect, as the Combat Rewrite and Offline Combat is actually almost ready for testing. [h2]How were you able to rewrite Combat so fast?[/h2] Two reasons: It was clear to me that the time it would take to perform such a task would be drastic, and it would push a lot of the scheduled releases back by months. Knowing this, I approached a long term member of the community to see if they would be willing to assist with this task, and they happily agreed. For those who may or may not know them - Coolrox95 is taking care of the Combat Rewrite and Offline Combat. Apart from being an actual rock with cool sunglasses IRL, he is also the developer of the original Combat Simulator (Not the reloaded version), one of the original members who took care of the Wiki and populated it will the original data and building its foundation, and also helped out in many other areas of bug fixes (And helped with reducing file size of Cloud Saves). It's the first time I've ever approached someone else to take care of an area of development for me, but it was the right thing to do seeing how much the game has grown over the last year and a half. What else is coming in Alpha v0.21? Apart from the above, there is definitely more coming to the next Major Update. There's a Skill rework on the way, and depending on time-frames I may be able to knock off another Major addition. I'm also working on a new Steam Client that I would love to get released soon, and am currently looking at performance improvements and QoL for the game. I'll keep you all updated with what else is coming to the game once development progresses. I'm definitely looking forward to this update, and I'm sure you all are as well. Speak soon! - Malcs |
Summoning
The Summoning Skill XP you earn while using charges is weighted against the interval of your action, as well as the Summoning Level required to unlock that Familiar. Generally this means that using a high level Summoning will give you more XP. NOTE: Mastery XP can only be earned via Summoning Tablet Creation [h2]New Items and Content[/h2] With the introduction of a new Skill, there is also new items and content that come along with it. This includes:
Woodcutting Changes Woodcutting has been causing some serious balance issues for the game, as well as any new content planning to be added. Specifically, it is the Multi-Tree upgrade you can purchase from the Shop that are causing these issues. Multi-Tree allowed you to cut two trees simultaneously. This means each tree was running on its own timer and was rolling rare items for each of these actions. The result of this "double action" meant Woodcutting was always the go-to Skill for any rare items such as Mysterious Stones, Pets (Like Ty, and future global Pets), Signet Ring Half (a), and was also the go-to for the Summoning content during testing (gaining upwards of 2M xp/hr). The upgrade you can purchase was one of the very first Shop items you could buy in the very early days of Melvor Idle (when there was only 5 Skills in total). It has stuck around since, and I'm actually surprised it lasted this long. The fact that no similar mechanics exist in other Skills should provide some evidence as to how I feel about this kind of mechanic in general. Instead of leaving it as is and balancing around it or applying exceptions to Woodcutting only for current and future content, now was the right time to adjust the mechanics and bring the Skill back in line with the general feel of the game. However, I have done this in a way that retains the original purpose of the Multi-Tree Upgrade. [h2]Summarized Changes to Woodcutting[/h2]
[h2]Rare Item Drop Rates[/h2] In the initial Announcement, I mentioned drop rates for rare items were not changing. After testing this change on the Test Server for the last few weeks, and gathering data and feedback from players, I have decided to adjust drop rates for some rare items. At the end of the day, it was only fair that the entire game benefits off of a change like this. Switching Woodcutting to a single action now allows me to buff global rare items without worrying about further snowballing the effects of the old Multi-Tree upgrade.. Here are the changes:
Important Combat Adjustments For those who may or may not know, there is a mechanic in the game where Players and Enemies can deal extra damage to one another depending on an existing status effect (Like being Stunned). There was a lot of confusion around the consistency with this mechanic, and how it should actually work. With this update, we have finalized the general mechanics around these status effects. When the enemy inflicts one of the below status effects on you, a very noticeable popup will briefly display to let you know. This notification can also be disabled in Settings. It is very important that you read what they do, as you may die unexpectedly if you do not. [h2]Stunned/Frozen[/h2] The Enemy deals 30% extra Damage while you are stunned. [h2]Sleep[/h2] The Enemy deals 20% extra Damage while you are sleeping. [h3]Combat Triangle Changes[/h3] The Combat Triangle for all gamemodes has received some minor adjustments to the damage values. Below are the changes. [h4]Melee[/h4] Standard Mode
Hardcore & Adventure Mode
[h4]Ranged[/h4] Standard Mode
Hardcore & Adventure Mode
[h4]Magic[/h4] Standard Mode
Hardcore & Adventure Mode
Artisen Skill UI Updates This update includes the start of the transition to a more clear and consistency UI throughout the game. Starting with most Artisan Skills (Smithing, Fletching, Crafting, Runecrafting, Herblore & Summoning), the UI will be moved to an icon-based layout that will provide all necessary information you seek. Included in these UI changes is the ability to see your Preservation & Item Doubling chances, as well as how much Skill XP, Mastery XP and Mastery Pool XP you will earn for that action. These changes will feed into the rest of the game in some way or another. Please note that Skills will still retain their unique design. I am simply referring to the icon and image usage when talking about transitioning this to the rest of the game. New Pets [h3]Timm the Wolf[/h3]
[h3]Mark[/h3]
New Monsters [h3]Superior Eyed Monster[/h3] Found in Strange Cave Slayer Area [h3]Eye of Fear[/h3] Found in Strange Cave Slayer Area Full Changelog [NEW] Added Summoning to the game. [NEW] Added 20 Summoning Familiars (and their respective Tablets with are items) to the game, all which can be created in Summoning [NEW] Added 90 Synergies between Familiars, ready for you to unlock via Leveling up Marks. [NEW] Added 20 Summoning Marks ready to be discovered by you, which unlock the Familiar's respective Tablets to create when found. NOTE: These are not items. [NEW] Added 6 Shards to the Shop, under the Materials section. [NEW] New Pet - Tim the Wolf - Summoning Pet - -1 Shard Cost when creating Familiars in Summoning. [NEW] New Pet - Mark (He's a Mouse) - Level up all Summoning Marks to Level 4 - +10% Chance to preserve Summoning Charges. [NEW] New Monster - Superior Eyed Monster - Found in Strange Cave Slayer Area. [NEW] New Monster - Eye of Fear - Found in Strange Cave Slayer Area [NEW] New Item - Summoning Skillcape - +10% Chance to preserve Summoning Charges. +20% Chance to Preserve Resources in Summoning. +10 Base Quantity for Summoning Tablet Creation. [NEW] New Item - Summoning Mastery Token [NEW] New Item - Necromancer Potion - +1/2/3/5 Base Summoning Tablets created. [NEW] New Item - Necromancer Hat - Found in Slayer Shop - Passive: +2 Base Quantity for Summoning Tablet Creation. +2% Summoning Skill XP [NEW] New Item - Necromancer Robes - Found in Slayer Shop - Passive: +2 Base Quantity for Summoning Tablet Creation. +2% Summoning Skill XP [NEW] New Item - Necromancer Bottoms - Found in Slayer Shop - Passive: +2 Base Quantity for Summoning Tablet Creation. +2% Summoning Skill XP [NEW] New Item - Necromancer Boots - Found in Slayer Shop - Passive: +2 Base Quantity for Summoning Tablet Creation. +2% Summoning Skill XP [NEW] Added Summoning Synergy Search page links to the Combat Screen and Minibar. From here, you can search synergies and equip them by clicking on them (Assuming you have the Synergy unlocked) [NEW] Smithing, Crafting, Fletching, Herblore & Runecrafting all have brand new layouts. [NEW] New background image added to the game. [NEW] You can now claim Mastery Tokens directly from the Spend Mastery Pool XP screen. [NEW] Mastery Page now has progress bars [NEW] Notifications now show for all GP related changes [NEW] Items sitting in the loot container now have descriptive tooltips [NEW] Cloud Saves now save in irregular intervals, starting at 15 minutes on all devices and increasing its interval every save if you are inactive/idle during that time. [NEW] The game no longer refreshes when selecting a character [CHANGE] Slight Adjusted Combat Triangle - You now deal 5% less damage than before if versing an Enemy with the opposing attack style. [CHANGE] Multi-Tree has been reworked to be combined into 1 action. [CHANGE] Reworked the contents of the Treasure Chest gained from Fishing. You can now get junk from this chest. [CHANGE] Buffed Otto & Peri drop rate to 1 in 7,500, changed from 1 in 10,000 [CHANGE] Adjusted loot tables for eye monsters. [CHANGE] Dragons now drop more Dragonhide [CHANGE] "Ice Jump" Agility Obstacle now requires 5,000 Crab to build, instead of 5,000 Cave Fish. [CHANGE] Pillar of Combat in Agility - Increased Minimum Hit based on Max hit upped to 5%, up from 3% [CHANGE] Pillar of Combat in Agility - Hitpoint regeneration is now a flat +50 (+500 for Adventure Mode) instead of +2%. [CHANGE] Pillar of Generosity - New bonus - +5% chance to preserve Summoning Charges [CHANGE] Increased drop rate for Signet Ring Half (a) to (Level Req / 16,500,000), up from (Level Req / 19,800,000) [CHANGE] Increased drop rate for Mastery Tokens to (1 / (18,500 / Milestones Unlocked)), up from (1 / (20,000 / Milestones Unlocked)) [CHANGE] Increased the drop rate for Mysterious Stones to 0.025% per action, up from 0.015%. [CHANGE] New Cloudburst Staff Special Attack: Freeze Ray has changed: Now deals up to 40% dmg 10 times over 2 seconds which always applies a slow, avoidable. [CHANGE] Cloudburst Staff: Increased Magic Attack Bonus to 45, up from 28. [CHANGE] Cloudburst Staff: Increased Magic Damage Bonus to 30%, up from 0%. [CHANGE] Ocean Song - Reduced chance to 35% and lowered damage to 1,350 [CHANGE] Increased Slash and Block Bonus for all 4 Godswords to 145, up from 125 [CHANGE] Ice Gear - All armour now have 3% Damage Reduction [CHANGE] Ice shortbow: New spec: 50% chance Frozen Shots: Deals a bonus 90 dmg ontop of hit and slows enemy by 10% for 3 turns. [CHANGE] Frozen Wind Special Attack: Upped chance to 20% [CHANGE] Sunset Rapier: Upped stab bonus to 72 [CHANGE] Warlock Amulet: Lowered spell heal to 10% [CHANGE] Almighty Lute: Lowered gp% gain to 200% [CHANGE] Bobs Rake: Upped passive to 50% chance [CHANGE] Confetti Crossbow: Reduced price to 250K SC [CHANGE] Tormented Ring: Upped all bonuses by 10 and lowered defence by 10 [CHANGE] Fighter Ring - Increased all existing bonuses to 18, up from 12. [CHANGE] Eyeballs are now worth 60 GP each [CHANGE] Dragon Bones are now worth 200 GP each [CHANGE] Magic Bones are now worth 300 GP each. [CHANGE] Enemy Special Attack - Confusion - Increased damage to 75% of listed max hit. [CHANGE] Enemy Special Attack - Chaotic Slam - Upped damage by 50 [CHANGE] Enemy Special Attack - Agility - Uppded damage by 50 [CHANGE] Enemy Special Attack - Curse of Fear: Upped damage by 200 and is now avoidable [CHANGE] Enemy Special Attack - Sandstorm special attack now deals 1-15% of Enemy current HP as damage, up from 1-5%. [CHANGE] Enemy Special Attack - Whirlwind - Damage reduced to 550, down from 650. [CHANGE] Enemy Special Attack - Frigid Waves - Damage reduced to 780, down from 900. [CHANGE] Enemy Special Attack - Icy Chill - Chance reduced to 5%, down from 10%. [CHANGE] Enemy Special Attack - Ice Break - Damage increased to 360, up from 325. [CHANGE] Enemy Special Attack - Ice Break - Removed "Damage is doubled if you are frozen/stunned". [CHANGE] Enemy Special Attack - Meteor Shower - Damage reduced to 850, down from 900. [CHANGE] Enemy Special Attack - Tail Whip - Damage reduced to 690, down from 750. [CHANGE] Enemy Special Attack - Penetrating Claws - Damage reduced to 640, down from 700. [CHANGE] Enemy - Water Monster - Reduced Melee Strength Bonus to 18, down from 35. [CHANGE] Enemy - Murtia - Reduced Strength Level to 430, down from 525. [CHANGE] Enemy - Murtia - Reduced Melee Strength Bonus to 0, down from 22. [CHANGE] All the new Monsters from v0.18 that had no GP drops now have GP drops lol [CHANGE] Amulet of Looting will no longer yeet items if your bank is full. Instead, it will drop the failed loot into the loot container. [CHANGE] The number of dungeon completions required to unlock respective Ancient Magick spells will now update the count dynamically with how many are remaining. [CHANGE] Magic Logs are now worth 400 GP, up from 300 GP. [FIXED] Corrected some combat functions using the incorrect damage value dealt to enemies. [FIXED] It's not longer possible to accidentally equip an item by double clicking it while using the Move Item or Sell Item toggles in the Bank. [FIXED] Fixed issue where Agility Obstacle GP costs would not display the correct value due to number formatting. [FIXED] Fix offline woodcutting Skill XP, Mastery XP and item count issues (Except bird nests, that isn't fixed yet) [FIXED] Bank hover tooltips now show correct sale price. [FIXED] Background image now sizes correctly based on screen resolution [FIXED] Fixed Elite Slayer Platebody providing low benefit than intended. [FIXED] Damage reduction still not capping on combat triangle modifiers [FIXED] Optimized some loading functions [FIXED] Side menu opens when dragging items in bank [FIXED] There's a bunch more on Github that I will be fixing during test [FIXED] Locked logs in the Firemaking dropdown menu have the "text-danger" class but are white because of the dark mode [FIXED] The Sandstorm Ring can no longer turn into an ALT item in Golbin Raid. [FIXED] Golbin Raid Prayer Menu does not reset after finishing a Raid. [FIXED] Golbin Raid Prayers stay active when dying in the Raid. [FIXED] Book of Occults Passive Not Working correctly [FIXED] Pet & Monster Completion Steam Achievement unlocking before 100% [FIXED] Mastery 99 Production Skills turn white upon spending mastery points [FIXED] Enemy attacks dealing 1 extra damage than listed [FIXED] Non-Combat tab in sidebar disappears completely when minimized using the eye icon [FIXED] Skull Cape unintentionally providing its bonus to Alt. Magic [FIXED] Switching tabs back and forth with offline fishing allows you to catch at least 1 fish every time, regardless of interval. [FIXED] Cape of Completion not providing the correct Slayer Area Negation bonus [FIXED] Cape of Completion visual error with Mastery Checkpoints [FIXED] Sandstorm Ring special attack no longer uses any Runes or Prayer Points. [FIXED] Passive Slot item not showing in "View Equipment Stats" modal. [FIXED] Alt Magic no longer deselects an item when returning from Offline Session. [FIXED] Total Raid Coins stats in Golbin Raid displaying incorrectly. [FIXED] (G) Mithril Shield now requires 250 Gold Bars to upgrade, down from 500 (bug) [FIXED] Fixed issue where Offline Cooking was producing higher Skill XP & Mastery XP than intended based on preservation chance. [FIXED] Gentle Hands Potion not applying correctly. [FIXED] Auto eat icon sticks around when leaving Golbin Raid, even if you don't have auto eat yet. [FIXED] Increased (decreased) Damage To Dungeon Monsters does not work correctly when the monster is present in slayer/combat areas [FIXED] Sometimes certain mastery xp goes from 0 to 1 when (re)loading the game [FIXED] New Character's starting Hitpoints XP is 1 less than it should be, resulting in Level 9 HP. [FIXED] All items can now be upgraded with the x10, x100, x1000 and xAll options [FIXED] Ancient Magicks should now unlock after dungeon completions [FIXED] Darksteel Dagger now correctly applies extra flat bleed damage [FIXED] The "Select your Food" menu in Cooking now has a scroll bar to access all Food. |
Introduction
The Summoning Skill XP you earn while using charges is weighted against the interval of your action, as well as the Summoning Level required to unlock that Familiar. Generally this means that using a high level Summoning will give you more XP. NOTE: Mastery XP can only be earned via Summoning Tablet Creation New Items and Content With the introduction of a new Skill, there is also new items and content that come along with it. This includes:
Conclusion This update is due to hit this week, so keep a look out for it! Along with the new Skill, there's the usual assortment of new Minor Content, QoL Additions, performance improvements, lots of bug fixes, changes and buffs to existing content. - Malcs |
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Due to the interval being 3 seconds, Tree 1 will provide you with 15 XP (10 * 1.5). Tree 2 will still provide the standard 15 XP. Please remember that Mastery XP is weighted against the action's interval (higher interval = higher Mastery XP granted), so this causes no change in Mastery XP rates for Woodcutting. What will be affected is the amount of Mastery Tokens that drop (it will be less). [h4]Logs[/h4] Logs are provided in the same way the above-mentioned XP is. However, the amount is rounded down as it is not possible to receive half of an item in this game. Using the above example, you will only get 1 of each log (Not 1.5 logs). If Tree 2's interval was 10 seconds, then Tree 1 would provide you with 5 Logs, if that makes sense. This does means you will receive less logs than before the change. [h4]Rare Items (Including Bird Nests)[/h4] Rare Items in the game roll on a per action basis. Combining Multi-Tree into a single action means you will only be provided with one roll per action, even though you're cutting two trees. This will cause some most items to take longer to obtain in Woodcutting than prior to this change. [h3]Will drop rates be changed to compensate for the changes?[/h3] At this stage, no. The drop rates will all remain the same. The reason for this is that Woodcutting was providing these items 30-50% faster than originally intended. This change is bringing Woodcutting back into line with all the other Skills in the game and is allowing future content to be added without worry. [h3]Conclusion[/h3] I thought it would be best to provide details about this change before suddenly dropping it on to you without warning. This change will ensure healthy growth and balance from here-on for all current and future content. The next Major Update is not far away at all. So keep your eyes peeled for the next Announcement! - Malcs |
The Untamed Powers of a Dark Past |
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April Fools Event
[h2]Item Corruption[/h2] Item Corruption is only available in CHAOS MODE. You are given the power to use the Weapons & Gear you make or find, and turn them into completely random modifiers the either benefit you, or make your adventure a living hell. Item Corruptions are applied to a Combat Equipment Slot, and are permanent as long as you don't roll another modifier. This means you have 10 "slots" to add random corruptions to. These Item Corruptions cost GP to peform, equal to the value of the Item. There is a chance for the item to be destroyed, because why not? Corruptions are also based on a tier system where the higher tier modifiers provide larger bonuses, as well as having more modifiers active at one. Here is the tier list:
The item must be equipped to the respective Equipment Slot for a corruption to be applied. You don't need to keep the item in that slot to keep the Corruption though. [h2]Other Silly Nonsense[/h2] In true April Fools fashion, there is a bunch of other silly nonsense through the game. Have fun with this! Other Changes
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[h2]Mobile Push Notifications[/h2] |
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Welcome to the next Major Update for Melvor Idle!
Passive Pillars Upon reaching Level 99 in Agility, you will unlock the option to construct a "Passive Pillar". This is a unique benefit provided by Agility that acts like an Obstacle, when it actually isn't. Passive Pillars provide Global Active Passives just like Obstacles, but do not provide any XP or GP, and has no Mastery attached to it. These Pillars simply sit there and provide you the bonuses, as long as the entire Agility Course is constructed (No gaps). They cost a lot, are not affected by Cost Reductions, but you will enjoy the benefits they provide. Agility Pet With the inclusion of a new Skill, that also means a new Pet is introduced alongside it! Agility Potion To help you along for this journey, a new Potion has been added to the game to give you that much needed, totally not illegal boost to your Obstacle Course training. And yes, a new Potion means new Masteries for Herblore ;) Agility Skillcape What good is a new Skill without a nice Cape to wear and brag about? [h2]Adventure Mode[/h2] The 3rd and final Official Gamemode that will change everything about the way you play the game. Adventure Mode bring a whole new challenge to the game, forcing you to make strategic decisions at every step of your journey. In this Gamemode, Skills are locked behind a GP cost that must be unlocked individually. Every time you decide to unlock a Skill, the cost of the next unlock increases. At the start of the Gamemode, the only Skill available to you are Attack, Strength, Defence and Hitpoints. Everything else is locked. To help kickstart your new adventure, you are given a Bronze Weapon and 10 Basic Food. So generous, right? Adventure Mode is also bound by the same Combat Triangle Modifiers you find in Hardcore Mode. Sounds easy, what's the catch? Leveling Skills in Adventure Mode is completely different to Standard. Non-Combat Skill Levels cannot go above your Combat Level. When you eventually reach the maximum level, the Skill will still continue to train as normal, but you won't receive any further XP. You will need to go back into Combat, and level your Combat Level. Summarized Rules of Adventure Mode:
[h2]Boss Pets[/h2] Boss Pets have finally arrived to the game! These cute little critters can be found in every single Dungeon in the game. Upon killing a Boss in a dungeon, you have a chance of obtaining one of the Boss Pets! These Boss Pets provide a small Combat bonus to assist you in your adventures. For those curious, the Into the Mist Boss Pet required a set 5 completions of the Dungeon. This is also unlocked retroactively, so there is no need to complete another 5. Here is the list of the Boss Pets:
[h2]Golbin Raid - Stage 2[/h2] The long awaited Stage 2 of the Golbin Raid Development Plan has finally arrived. New Additions
Balancing
Bug Fixes
[h2]Other Changes (Not including the above)[/h2]
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[h2]Introduction[/h2]
Slayer Task Extensions Slayer Tasks can be extended once at a cost of Slayer Coins by clicking the Extend Slayer Task option in the Slayer Task Panel. New Slayer Areas There are 5 new Slayer Areas to tackle, all with brand new monsters and challenges. These Slayer Areas also have Area Effects that apply a debuff to you when fighting Enemies in it.
New Slayer Dungeon - Miolite Caves A new mid-game dungeon with 7 Monsters. Rewards the new Miolite Armour and Miolite Sceptre. Miolite Armour is a Hybrid Melee / Magic Armour set. Very similar to Ice Armour which is a Hybrid Melee / Ranged Armour set. [h3]New & Updated Slayer Gear, Progression & Requirements[/h3] The Slayer Gear in the shop that you can purchase has changed in many ways, which includes the brand new Master Tier of Slayer Gear. Master Slayer Gear You now able to acquire Master Tier Slayer Gear, which is much better than the Elite Tier. This Tier of Slayer Gear provides Area Effect Negation, Damage Reduction, as well as increased chance to double dropped Loot. New Gear Progression It felt wrong allowing players to ignore complete tiers of items, and this didn't feel right in terms of progression. This has now changed to address this issue. Player's are now required to upgrade the Slayer Gear pieces, starting at Basic, to reach the highest tier of Armour available. This is done by purchasing the new Slayer Upgrade Kit within the Slayer Shop for the respective tier, and combining it with the desired Slayer item to upgrade it. Updated Slayer Gear & Benefits With the inclusion of Slayer Task tiers, Players are now required to complete a set amount of Slayer Tasks before they are able to purchase the Slayer Upgrade Kits. This also means we have made Slayer Gear just a little bit better in general. These new benefits & requirements are:
New Slayer Shop Items There's a bunch of new stuff for you to purchase in the Slayer Shop. Take a look in game when you load it up! Updated Slayer Cape The Slayer Cape has been updated to fit in nicely with all the above changes! NEW: Bypasses Slayer Item Requirements from Slayer Areas. 60% Area Effect Negation. +5% Damage Dealt to Enemies on Slayer Task. [h2]ENDGAME CONTENT PT.2[/h2] This update includes Part 2 of the Storyline revolving around the Gods, as well as a brand new dungeon for Player's to face. The Story so far For those of you who don't know - There is an storyline in Melvor Idle. The first of this was introduced in Alpha v0.15 with the God Dungeons. When you load into the game, you may be provided with one or two books to read, depending on your current progress. I urge you to have a read of these books as they can provide an insight into why you're fighting the Gods, and what it is all leading up to within this update. Into the Mist This is the brand new Dungeon, and the first to be classed as Insane difficulty. Upon defeating the Fire God Dungeon, you will be provided with Part 2 of the storyline and will also unlock access to this Dungeon. You are required to fight through various, random enemies from the game until you reach the final Boss. The Final Boss is a 3 Phase battle which will test your preparation and skills in each Combat Style (Melee, Ranged or Magic). Be sure to pay attention to the Enemy Passive's, as it will tell you which Combat Style you must use. This Dungeon is extremely difficult, and there is a very strong chance you will NOT be able to idle it. Luckily, you only need to beat the Dungeon once to claim all rewards. Dungeon Mechanics
Dungeon Rewards
You cannot equip Weapons, Skillcapes (Including Max & Completion), Skilling Items or items that are already equipped in the same set to this slot. Some other items cannot be equipped as well. Hovering or clicking an item in the bank will mention if it can be equipped to the Passive Slot. You only gain the item's Passive, not the item's Standard stats (This includes flat Damage Reduction the item contains). [h2]INFERNAL STRONGHOLD[/h2] The 3rd new Dungeon added to the game is the heavily requested "Infernal Stronghold". This is an upgraded, more deadly version of the Volcanic Cave. Completing this Dungeon will reward you with the Infernal Cape as well as an Infernal Core. This Core can be used alongside your Dragon & Ancient Claws to upgrade them into the Infernal Claw. This Dungeon requires 100 Completions of the Volcanic Cave to enter. [h2]NEW PETS[/h2] Two new cute pets have been added! Be sure to check the Pet Log to see the hint on where to find them. [h2]Mastery Pool Quality of Life[/h2] The Mastery Pool buttons are now colour coded when spending Mastery Pool XP! Green means you can safely spend without losing benefits. Yellow means you can afford it, but you will lose a Mastery Checkpoint bonus in the process. Red means you cannot afford it. There is also a confirmation popup when attempting to spend Mastery Pool XP which will result in a lost Checkpoint. This notification can be disabled in the Settings. FULL CHANGELOG [NEW] New Slayer Mechanics have been Introduced. [NEW] 5 Tiers of Slayer Tasks have been added. [NEW] You can now Extend your Slayer Tasks once at a cost of Slayer Coins. [NEW] Auto Slayer has been added to the Slayer Shop to unlock a toggle option for fighting new Slayer Task Enemies automatically. [NEW] Slayer Combat Area - Runic Ruins - 5 Enemies - Level 45 Slayer Required [NEW] Slayer Combat Area - Arid Plains - 6 Enemies - Level 50 Slayer Required & Desert Hat Equipped (New Shop Item) [NEW] Slayer Combat Area - Shrouded Badlands - 4 Enemies - Level 80 Slayer Required & Blazing Lantern Equipped (New Shop Item) [NEW] Slayer Combat Area - Perilous Peaks - 3 Enemies - Level 85 Slayer Required & Climbing Boots Equipped (New Shop Item) [NEW] Slayer Combat Area - Dark Waters - 3 Enemies - Level 90 Slayer Required & Into the Mist Cleared (New Dungeon detailed below) [NEW] Slayer Areas can now have passive Area Effects that affects Player stats. Be sure to read what they do in the Area Selection. [NEW] Dungeon - Miolite Caves (Hard) [NEW] Dungeon - Infernal Stronghold (Elite) - Defeat Volcanic Cave 100 times to access. [NEW] Dungeon - Into the Mist (Insane) - Defeat Ragnar in the Fire God Dungeon to access. [NEW] Combat Passive Slot has been added. Unlocked by defeating Into the Mist Dungeon. [NEW] Part 2 of the Storyline has been added. [NEW] Part 1 of the Storyline that was released back in May 2020 has been added in-game. [NEW] 46 New Monsters have been added, ranging from mid-game Monsters to extremely tough ones. They can be found in various locations and Dungeons. [NEW] A Hidden Easter Egg Monster is also roaming around, somewhere. [NEW] Monsters can now have Passives alongside Special Attacks. These are detailed in the Enemy's Special Attack information Combat Panel. [NEW] Item - Desert Hat - Grants Access to Arid Plains [NEW] Item - Blazing Lantern - Grants Access to Shrouded Badlands [NEW] Item - Climbing Boots - Grants Access to Perilous Peaks [NEW] Items - Miolite Gear - Hybrid Melee / Magic Gear [NEW] Item - Miolite Sceptre - Melee Weapon that grants access to Curses and Auroras. [NEW] Item - Thief Gloves - Grants +150 GP upon killing an Enemy in Combat, or successfully pickpocketing an NPC in Thieving. +5% Thieving Success Rate. [NEW] Item - Shaman Ring - +3% Magic Damage Bonus, +6 HP Regen. [NEW] Item - Book of Occults - Reduces the Body Rune cost of Magic Spells by 1 when equipped as an Off-hand. [NEW] Item - Elementalist Gloves - Provides basic Magic Stats [NEW] Item - Sand Treaders - Attack Speed interval reduced by 0.1s [NEW] Item - Desert Wrappings - Provides basic Combat Stats & 2% Damage Reduction [NEW] Item - Desert Sabre - Melee Weapon with Special Attack [NEW] Item - Desert Shortbow - Ranged Weapon with Special Attack [NEW] Item - Sandstorm Ring - Ring with Special Attack (Yep, that's right) [NEW] Item - Darksteel Dagger - Melee Weapon with Special Attack [NEW] Item - Elder Crown - Attack Speed interval reduced by 0.1s. +10% lifesteal for Attacks. 100% Lifesteal for Bleed Dmg. [NEW] Item - Tormented Ring - Increased Accuracy Ratings for all Attack Styles. Decreased Evasion Rating for all Attack Styles. [NEW] Item - Sanguine Blade - Melee Weapon with Special Attack [NEW] Item - Recoil Shield - Reflects up to 20% of damage dealt to you (Reflect dmg cannot activate more than once every 2 seconds. Reflect dmg cannot kill an enemy nor provide XP). [NEW] Item - Wasteful Ring - Auto Eat threshold increased by +5%. Food Efficiency reduced by -25%. [NEW] Item - Infernal Claw - Melee Weapon with Special Attack [NEW] Item - Tidal Edge (and Item Fragments) - Level 90 1H Melee Weapon with Special Attack [NEW] Item - Ocean Song (and Item Fragments) - Level 90 Magic Wand with Special Attack [NEW] Item - Shockwave (and Item Fragments) - Level 90 Ranged Crossbow with Special Attack [NEW] Item - Jadestone Bolts - Better than Diamond Bolts [NEW] Item - Paladin Gloves - 4% Damage Reduction [NEW] Item - Priest Hat - Reduces cost of Prayers by 1. [NEW] Item - Almighty Lute - It's nice. [NEW] Item - Master tier Slayer Gear - +3% chance to receive double loot from slain monsters or Thieving. 40% Area Effect Negation. [NEW] Item - Green Party Hat - Nice. [NEW] Item - Hunters Ring - +10% Slayer XP. +10% Extra Slayer Coins from Slayer Tasks. Flat -10% Slayer Area Effect negation. [NEW] Item - Future's Prophecy (Storyline Part 1 Book) - Does not count towards item completion. [NEW] Item - Unknown Evil (Storyline Part 2 Book) - Does not count towards item completion. [NEW] Pet - Peri - +5% Evasion Ratings [NEW] Pet - Otto - 0.1s Attack Speed Reduction [NEW] Mastery Pool spending buttons are now colour coded. [NEW] Attempting to spend Mastery Pool XP that will result in a lost Mastery Pool Checkpoint will now ask you to confirm. This confirmation can be disabled in Settings. [NEW] Web/Steam users can now double click an item in the bank to quickly equip it to your current Equipment Set. This only works if you have the "Equip Item - Use Current Equipment Set as Default" setting within the Bank Screen active. [NEW] Slayer Shop Item - Auto Slayer - 150K SC - Unlocks the Toggle Option to automatically fight your new Slayer Task (Please be aware that the game will automatically generate a new task for free when completing a Slayer Task). [NEW] Slayer Shop Item - Basic Resupply - 5K SC - +200 Mithril Arrows, +200 Topaz Bolts, +200 Light Runes, +200 Lobsters, +200 Magic Bones [NEW] Slayer Shop Item - Standard Resupply - 10K SC - +200 Adamant Arrows, +200 Sapphire Bolts, +500 Light Runes, +200 Crab, +500 Magic Bones [NEW] Slayer Shop Item - Generous Resupply - 20K SC - +200 Rune Arrows, +200 Ruby Bolts, +1000 Light Runes, +200 Manta Ray, +1000 Magic Bones [NEW] Slayer Shop Item - Desert Hat - 25K SC - Grants Access to Arid Plains [NEW] Slayer Shop Item - Blazing Lantern - 250K SC - Grants Access to Shrouded Badlands [NEW] Slayer Shop Item - Climbing Boots - 500K SC - Grants Access to Perilous Peaks [NEW] Slayer Shop Item - Green Party Hat - 10M SC - lol [NEW] Slayer Shop Item - Master Slayer Gear - 500K SC per piece - Each piece has +3% chance to receive double loot from slain monsters or Thieving & 40% Area Effect Negation. [NEW] All Javelins & Throwing Knives now provide +15% Ammo Preservation. [NEW] Ranger Hat & Boots now provide +5% Ammo Preservation each. [NEW] Amulet of Defence now has 2% Damage Reduction. [NEW] Items that you find for the first time will be highlighted in green within your Bank to highlight new finds better to the Player. This highlight is removed by simply selecting the item in your bank. [NEW] Deleting your character will now also delete both the Local & Cloud Save. [NEW] You can now buy multiple charges of gloves at once! This quantity is shared with the materials quantity. [NEW] Shop items will now display the quantity of Gloves/Charges/Items you are buying [NEW] Auto-eat Tooltip in Combat will now display the HP value where Auto-eat will activate. [NEW] Added extra information to the Spellbook which should clear up some confusions about what each type of spell does (Standard, Curses, Auroras, Ancients) [NEW] Added an Early Access notice to the game. [NEW] Clicking inside the Export Save textbox will now auto-select all of the text. [CHANGE] Offline Progress has been revamped, basically eliminating the wait times when loading into the game. [CHANGE] Mastery XP formula for skills that require the use of resources to progress now determines experience based on a pre-defined interval that cannot be adjusted. This means interval upgrades to these skills increases the Master XP / hour rates, and also benefits you in terms of less resources used to max Mastery. However, the downside to this is MXP / hour is much less prior to interval upgrades. [CHANGE] Updated the Enemy Combat screen a bit, making Enemy images fit nicer, as well as moving Enemy stats into the Panel. This also shows the current Area you are in and the Area Effect. [CHANGE] Slayer Skillcape has new benefits - Bypasses Slayer Item Requirements from Slayer Areas. 60% Area Effect Negation. +5% Damage Dealt to Enemies on Slayer Task. [CHANGE] The game will now automatically locate a new Slayer Task upon Task completion for free. [CHANGE] Slayer Gear purchased in the Slayer Shop now has added requirements before being able to buy. [CHANGE] Slayer gear progression has changed. You are now required to purchase Upgrade Kits from the shop to upgrade Basic Slayer gear into higher tiers. The cost for the upgrade kits, in order is [50K, 200K, 1M] Slayer Coins. Yes, this means to acquire Master Tier gear it will cost you 1.26M Slayer Coins in total. [CHANGE] Guardian Amulet has a new Passive: +5% Damage Reduction, but 20% Increased Attack Speed Interval. Both are doubled if you are below 50% HP. [CHANGE] Curses now activate 100% of the time, up from 30%. [CHANGE] Reduced Curse Effect values slightly for most Curses. [CHANGE] Increased Stab and Block bonuses for all Daggers. [CHANGE] Increased Stab bonuses for all Swords. [CHANGE] Increased Slash and Block bonuses for all Two-Handed Weapons from Bronze to Ancient by quite a lot. [CHANGE] Doubled the Magic Damage Bonus for all Glacia God Armour Pieces. [CHANGE] Increased Ancient Claw Special Attack Chance to 15%, up from 5%. [CHANGE] Increased Dragon & Ancient Claw Fragment Drop Rate by 50%. [CHANGE] Increased Glacia Godsword Special Attack Chance to 35%, up from 25%. [CHANGE] Increased Confetti Crossbow cap to 250% Damage Dealt, up from 200%. [CHANGE] Icicle Volley now does 170 damage per hit, down from 180. [CHANGE] Ignite now does 680 damage, down from 800 [CHANGE] Frostbite now has a 30% Chance to Freeze, down from 40% [CHANGE] Quake now deals 540 damage per hit, down from 630. [CHANGE] Gust now deals 200 damage per hit, up from 190. [CHANGE] Slicing Winds now deals 175 damage per hit, down from 185. [CHANGE] Incinerate now does 63 damage per hit, down from 69. [CHANGE] Incinerate now costs 30 Fire, 10 Ancient, 10 Havoc, up from [25,8,8] [CHANGE] Base Prayer XP earned in Combat has been reduced by 50%. [CHANGE] You no longer have a chance to receive a Mastery Token, Signet Ring Half (a) or an item relating to the Crown of Rhaelyx when burning Fish in Cooking. [CHANGE] Slightly Updated the Area Selection UI to make the difficulty more distinct and easy to read. [CHANGE] Updated text in the Thieving screen mentioning how Success Rate mechanics work. [CHANGE] DARK MODE is now slightly darker. [CHANGE] "Show Confirmation on Close" Setting will now only display on the Web Version of the game. [CHANGE] The Monster Stats and Item Stats array behind the scenes has been revamped in an effort to reduce save file size. [FIXED] Offline Thieving now correctly applies "Stun" timer. [FIXED] Total Mastery now updates without requiring a page refresh. [FIXED] Fixed incorrect timestamp that displayed upon loading into the game. [FIXED] The page will no longer move the screen when finding a new enemy if your screen/window width is more than 991px wide. [FIXED] Damage dealt notification should now display all damage done. [FIXED] Alt Magic should now remember the selected item when activating Offline Progression. [FIXED] Offline Fishing doubling items when it shouldn't be. [FIXED] Fixed issue where a Player could still attack if Asleep or Stunned. [FIXED] Ty now correctly rolls for Offline Progression. [FIXED] Clue Chasers Insignia actually made items more rare for Offline Progression. [FIXED] Fixed Runecrafting 95% Mastery Bonus that wasn't working Offline. [FIXED] Fixed Firemkaing 50% Mastery Bonus that wasn't working Offline. [FIXED] Importing a save from an old version of the game will now correctly reset all new save variables. [FIXED] Corrected item upgrades that result in less Melee Defence Bonus than their lesser version. [FIXED] Fixed issue where new Milestones unlocked from levelling up a Skill would not display if your level up notification Setting was set to "Large". [FIXED] Corrected Mithril Battleaxe quantity that drops from Standard Chest. [FIXED] Black Equipment is now correctly displayed in the Milestones. [FIXED] Switching characters from within the game will now disable the other Characters from being selected during the loading interval. [FIXED] Total GP Acquired stats now correctly counts Alch GP, Thieving and Firemaking with Mastery Pool Bonus. [FIXED] Fixed issue that allowed Offline Progress for Mining to activate more than once when loading into the game with a depleted ore. [FIXED] Fixed dispaly issue where leveling up a Mastery using your pool within Cooking or Firemaking caused the selected item's progress to adjust according to what you just leveled up (Did that make sense? lol) [FIXED] Fixed blank difficulty setting for Desolate Plains Slayer Area. [FIXED] "You do not have enough Runes" notification will now let you know if you if its talking about Standard Runes or Combination Runes. [FIXED] Total Bank Value now correctly includes increased sale value of Logs if you have achieved the Woodcutting Mastery Pool Bonus for it. [FIXED] Bulk Sell Item Mode now correctly includes the same as above. [FIXED] Player Hitpoints & Attack Speed bars should now correctly adjust according to screen size/width. [FIXED] Fixed issue where selecting the All but 1 option within the bank sale, and then proceeding to adjust the quantity using the textbox would not actually update the sale quantity. [FIXED] Fixed Offline Progression duplication issue. [FIXED] Fixed Regeneration Potion not applying bonuses correctly. [FIXED] Firemaking Stat for total logs burnt now correctly tracks Offline. [FIXED] Damage dealt to Monsters should now correctly track all damage, including Bleed. [FIXED] Some spelling errors have been fixed. [REMOVED] Auto Slayer option in Settings (As it defaults to enabled now). [REMOVED] "Show Enemy Skill Levels" setting. |
Hello Everyone! |
Hello everyone! |