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Name

 Melvor Idle 

 

Developer

 Malcs 

 

Publisher

 Malcs 

 

Tags

 Indie 

Casual 

 

RPG 

 

Free to play 

 

Singleplayer 

 

 Early Access 

Release

 2021-11-18 

 

Steam

 € £ $ / % 

 

News

 78 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 n/a 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/1267910 

 
Public Linux depots

 Melvor Idle Depot Linux x64 [304.12 M] 




LINUX STREAMERS (0)




Game Update - April Fools Day

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!

[h2]April Fools Event Gamemodes[/h2]
We always like to release a temporary gamemode for everyone to enjoy to celebrate April Fools day. This year, I've decided to not add one gamemode, but instead I'm giving you five! Yep, five temporary gamemodes.

[h3]New Temporary Gamemodes[/h3]


  • Clicker Mode* - Melvor Idle is now more Idle than ever with this new gamemode! How fast can you beat Bane before your mouse dies?
  • Hardcore Ancient Relics Speedrun - Ancient Relics mode, but faster and Hardcore! Requires Atlas of Discovery Expansion.
  • Hardcore Ancient Relics Combat Only Speedrun - Combat only version of Ancient Relics Speedrun mode! Requires Atlas of Discovery Expansion.

*Only available in English language.

[h3]Returning Temporary Gamemodes[/h3]
These gamemodes from prior April Fools updates have returned.

  • Hardcore Adventure Speedrun - Adventure Mode, but faster and Hardcore!
  • Hardcore Combat Only Speedrun - Combat only Speedrun mode.

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:


  • You can now delete Items from the Quick Equip menu. Toggle delete mode by clicking the red trash icon within the menu itself.
  • [AoD] You can now delete Cartography Maps. This is done from the Map Creation menu within Cartography at the bottom.
  • You can now disable the "Double Click" actions for equipping items, burying bones and opening items within the Bank. These settings are found within the Bank itself under the Cog icon.
  • Don't forget you can still lock an Item in the Bank which will disable the Double click action for that specific Item if you don't want the setting turned off globally.
  • Added 2 new Save Slots
  • Bank Tabs and the Shop Header will now always remaining at the top of the screen when you scroll down.


[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.

  • This requires a Melvor Cloud account to see, and the setting is synchronised between all platforms Melvor Idle is available on.
  • Be cautious with this Setting, as loading a save without an Expansion loaded will DELETE ALL PROGRESS FOR THAT EXPANSION.


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]

  • [AoD] Farming Ancient Relics are now 3x more common.
  • [AoD] Township Ancient Relics are now 1.5x more common.

[h2]Bug Fixes[/h2]

  • Fixed missing Slayer Level requirements for various Magic & Ranged Slayer Gear.
  • Fixed various translation errors.
  • [AoD] Fixed Elemental Scroll not being consumed in Alt. Magic.
  • Scroll of Essence is not longer consumed if Mining something other than Essence.
  • [AoD] You can now downgrade Perfect AoD Fish.
  • Fixed UI issue with Quick Equip menu where there was a tiny gap between the button and menu which caused the menu to disappear at random times.
  • Fixed issue where Bone Necklace was not providing 2x Prayer Points when auto burying bones.
  • Fixed issue where modifiers that affect the Jungle Biome in Township were not working as intended.
  • Township will now provide resources and XP before attemting to reduce Health each town update.
  • [AoD] Fixed issue where Mystic Pure Crystal Staff was not providing Air Rune reduction as described.
  • [AoD] Water Pulse Staff now mentions that is reduces Water Rune cost of Magic Spells by 7.
  • [AoD] Fixed issue where some doubling modifiers in Ancient Relics mode was not correctly disabled.


[ 2024-04-02 07:56:23 CET ] [ Original post ]

Announcing Melvor Idle: Into the Abyss! Our 3rd Major Expansion!

We're extremely excited to announce our 3rd Major Expansion - Melvor Idle: Into the Abyss.

This expansion provides an incredible amount of new content and mechanics for you to explore. It is a late-game expansion designed to add all content after you defeat Bane in the Impending Darkness dungeon.

[h2]Expansion Details[/h2]
Melvor Idle: Into the Abyss unfolds a new chapter in Melvor Idle, where the defeat of Bane has unforeseen consequences, shaking the very foundation of the game's world. A disruption has caused a massive fracture on the worlds surface, signaling the start of a dire new threat.

Emerging from this chaos is Xon, the Abyssal King, a powerful new antagonist. The defeat of Bane has drawn Xon's attention as he seizes this opportunity to bridge his realm, the Abyssal Realm, with the overworld. His goal is clear: to conquer the overworld using his vast and fearsome armies.

You will find yourself on the frontline of this new conflict, tasked with the monumental challenge of stopping Xon before his dark ambitions come to fruition.

This expansion invites you to embark on a treacherous descent "Into the Abyss," a journey filled with new challenges and mechanics not seen in the base game. As you delve deeper, the stakes get higher, and the challenges become increasingly difficult. Each depth of The Abyss, a new Combat challenge, presents a unique environment and a minion of Xon, each more formidable than the last.

[h3]Breakdown of new content:[/h3]


  • All expansion content is unlocked after the defeat of Bane in the Base Game.
  • Introduction of Abyssal Skill Levels for every base game Skill.
  • 60 Abyssal Skill Levels worth of content for every base game Skill.
  • New content for Skills residing inside the Abyssal Realm.
  • New Damage & Resistance Type mechanic - All Abyssal Monsters deal Abyssal Damage.
  • New Combat Skill - Corruption - Exclusive to the Abyssal Realm & its content.
  • New Non-Combat Skill - Harvesting - Exclusive to the Abyssal Realm & its content.
  • Brand new mechanic - Skill Trees - available to all base game Skills in the Abyssal Realm. Acquire Skill Points and unlock passive & permanent bonuses.
  • New Combat Challenge - The Abyss
  • 900+ new Items
  • 100+ new Monsters
  • 10+ new Pets
  • 12 new Abyssal Combat Areas
  • 14 new Abyssal Slayer Areas
  • Introduction of Abyssal Strongholds in Combat.
  • 28+ New Abyssal Magic Spells
  • 30 New Abyssal Prayers
  • Woodcutting - 12 new Trees
  • Fishing - 18 new Fish
  • Firemaking - 12 new Logs
  • Cooking - 30 new Recipes, includes new Food Modifiers mechanic.
  • Mining - 15 new nodes
  • Smithing - 5 new tiers of gear
  • Thieving - 16 new NPCs
  • Fletching - 5 new tiers of gear
  • Crafting - 5 new Tiers of gear, plus new Rings, Amulets and Consumables
  • Runecrafting - New Runes, Combination Runes, and 5 tiers of gear (With variations)
  • Herblore - 20+ new Potions
  • Agility - Brand new and separate Obstacle course dedicated to Abyssal content with 12 Obstacle categories and a Pillar.
  • Summoning - 24 Summoning Familiars, most are upgrades from their original, including new/upgraded synergies for all.
  • Astrology - 15 new Constellations
  • Township - New Abyssal Wave mechanic, new buildings, biomes, resources and rewards.
  • Farming - New allotments, herbs, trees and a brand new Special category of plots.
  • and more!


[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]

  • Get your Attack Level to 99 and complete the Impending Darkness dungeon. These are the first requirements for the Expansion that you will run into.
  • Get your Skill levels to Level 99. You don't need to get every Skill to Level 99 before accessing new content though, as it will unlock with each Level 99 in the respective Skill.
  • Buy Bank Slots.

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.


[ 2024-03-14 13:06:43 CET ] [ Original post ]

Game Update - v1.2.2 ?8360

Offline Client - Stage 1
Desktop Only (Steam/Epic - Windows, Mac, Linux & Steam Deck)


  • Activated Offline Client - Stage 1.
  • Static assets like icons and images now load locally, directly from the installation folder.
  • If a static asset is missing from the local installation folder, the game will fetch it from the CDN.

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]

  • Updated game client to NW.js v0.82.0
  • Updated to Steamworks SDK 1.58
  • Client now ships with the SDK version of NW.js by default, with devtools disabled via a flag in the installation directory.
  • Fixed an issue where the Task Manager would list Melvor Idle as "nwjs"
  • Fixed issue where the icon for Melvor Idle would be the default NW.js icon.
  • Fixed potential memory leak issue experienced during long Combat sessions without closing the game.

[h3]MacOS[/h3]

  • Updated game client to NW.js 0.78.1
  • Updated to Steamworks SDK 1.58
  • [Steam only] Game Client is now split into two apps, one for M1/2/3 Macs and one for Intel Macs. You'll receive a selection window when launching to select the correct binary
  • [Hotfixed] Fixed issue where launching Melvor Idle on Steam would crash due to being from an "Unidentified developer".
  • [Hotfixed] Fixed an issue where the app would not launch on Steam at all. If this is still an issue, please uninstall & reinstall.

[h3]Linux / Steam Deck[/h3]

  • Nothing changed other than enabling Offline Client - Stage 1.

New

  • [AoD] Cartography will no longer apply transparency to hexes yet to be surveyed if you have under 5 remaining. This is to increase visibility of the last few remaining hexes.
  • The game will now display a spinner in the sidebar during the game's loading process instead of the default text. This is to convey that the game is still loading, and that your stats have not actually been reset.

Changed

  • Casual Tasks asking for Tier IV potions will no longer appear until you've acquired at least one of that respective potion.
  • [TotH] Legendary Slayer Task assignments now require level 102 Slayer (up from 100). This is changed to match the minimum Slayer level required to actually fight any monster in that category (102).
  • Jeweled Necklace can now go in the passive slot
  • [TotH] Added some information text to the Meteorite tooltip in Astrology to describe what it actually does.
  • [AoD] Unholy items can no longer go into the passive slot
  • [AoD] Unholy items that provide the Unholy Prayer effect are now Reductive effects. This means they start at 5 Stacks, and reduce by 1 stack per hit on the enemy until it disappears.
  • [AoD] Reckoning Unholy Prayer now provides +2% Damage Dealt per effect per stack, down from +10% per stack.
  • [AoD] Destruction Unholy Prayer now provides +0.5% damage based on Max HP per stack, down from +1% per stack.
  • [AoD] Malice Unholy Prayer now provides +1% increased damage based on current HP per stack, down from +1.5% per stack.
  • [AoD] Grudge Unholy Prayer now provides +2% of Maximum Hit added to Minimum Hit per stack, down from +4% per stack.
  • [AoD] King's Crown can now go in the passive slot.
  • Epic Games will now automatically grant Melvor Idle permission to verify your purchases via your account as soon as its purchased (Thanks to Epic Games for sorting this out). This means new purchases won't need to "Login with Epic" when loading for the first time. Unfortunately, this is not retroactive for accounts that already claimed/purchased the game.

Fixed

  • Discord Rich Presence should now work on Epic Games client
  • Login with Playstation should now work for Epic Games, if required.
  • Removed Birthday Event setting that did nothing.
  • Fixed issue where Plant All would not display the XP/Mastery values of the seed you select
  • Fixed issue where zoom level set would not be remembered on Epic Games client
  • Fixed issue where it wasn't possible to to receive 8 seeds back from Farming with mastery (it was capped at 7)
  • Fixed issue where Bar Box II would always provide the max amount of quantity specified for Runite Bars.
  • Fixed issue Township buildings would not degrade if 0/x were built, and that building was an upgrade.
  • Fixed issue where some GP bonuses would work within the Golbin Raid.
  • Training Shield Magic XP bonus should no longer work on Alt. Magic as intended.
  • The game will now consume items when creating products in Artisan Skills first before attempting to give rewards.
  • Fixed issue where Alt Magic would crash in some rare circumstances.
  • Custom sell quantity text box in the Bank will no longer stop the box from becoming empty.
  • Fixed issue where Total Attacks stat for weapons were tracking on Enemy attacks, not player attacks.
  • Fixed some broken/missing icon assets.
  • Updated Cherry and Cherry Seed sale price.
  • [TotH] Fixed issue where the Traps Potion was not actually providing its bonus to you.
  • [AoD] Fixed issue where Lemon season in Township would display as the Solar Eclipse season instead in popup
  • [AoD] Fix issue where Archaeology spend mastery popup would not display any filtering options
  • [AoD] Fixed unintended double Imbued Adamantite Bar drop from Unholy Trees chest.
  • [AoD] Fixed instance where the game would be put into an infinite travel loop that related to Melantis Clues.
  • [AoD] Fixed visual issue where Summoning Barrier damage displayed was incorrectly calculated.


[ 2024-01-30 04:05:40 CET ] [ Original post ]

Game Update - v1.2.2 ?8256 (Mod Manager v2 + More)

This Game Update introduces Mod Manager v2, plus some minor quality of life additions.

See here for a detailed breakdown on Mod Manager v2: https://steamcommunity.com/games/1267910/announcements/detail/3874848646970942546

[h2]Mod Manager v2[/h2]


  • You can now create up to 6 different Mod Profiles, allowing you toeasily control what mods are enabled on a per-character basis.
  • Characters will now display what the last used Mod Profile was, and will also prompt you to switch to that Mod Profile if you attempt to load it without the correct Mod Profile.
  • The Browse tab now has infinite scroll.
  • Quickly toggle all mods' enabled state in the My Mods more (...) menu.
  • The mod details panel will now display up to four of the images added to the mod's mod.io profile.
  • The most recent changelog for a mod is always visible in the mod details panel, regardless of if you're subscribed or not.
  • Mods without any platform tags are now treated as being available for any platform.
  • Subscribed mods that are not available on the current platform will now show up in the "My Mods" tab, but still not be installed/loaded. (They also won't be dropped from your load order list anymore!)

[h2]New[/h2]

  • Spend Mastery Pool XP screen now allows you to toggle the visibility of Items based on which Expansion they are part of.
  • Increased the base Bank Slot amount to 20, up from 12. This means everyone will receive an extra 8 Bank Slots on load.

[h2]Fixed[/h2]

  • Ring of Spirit Power will now correctly use Spirit Runes (This was hotfixed last week).
  • Fixed issue that allowed you to try to unlock Relics when a Skill does not have any.
  • Fixed Ancient Relics showing in skilling minibar when the Skill does not have any.
  • Fixed Skills without Ancient Relics showing in Ancient Relic Menu dropdown.
  • Fixed viewing Ancient Relics from sidebar on skill page without relics showing an invalid menu.
  • Fixed Start Dungeon buttons being offcenter.


[ 2023-12-21 06:48:51 CET ] [ Original post ]

Announcing: Mod Manager v2 (Now with Mod Profiles!)

Hey everyone!

We've got a large update on the horizon for the Mod Manager - so large we decided to declare it "Mod Manager v2". The headliner here is the addition of Mod Profiles, a long-awaited feature to easily control what mods are enabled (or none at all) on a per-character basis. The Mod Manager interface has been rewritten and cleaned up to improve the user experience with clearer visuals and more intuitive interactions.

Please note this is due to release next week (hopefully!).

Keep reading on for more in-depth details on what's new.

Mod Profiles
The biggest addition with the new version of the Mod Manager is the concept of Mod Profiles. These profiles allow you to easily control what mods are enabled on a per-character basis.



[h2]Customizing Profiles[/h2]
When you first log into the game a "Default mod profile" will be created automatically based on your current subscribed mods' enabled/disabled state. You can make changes to this profile (including changing the name), create new profiles (up to a maximum of 6), and delete profiles from the My Mods tab in the Mod Manager. In addition, there is a built-in "No mods" profile (all mods are disabled) that cannot be modified and does not count against the 6 profile limit.

[h2]Changes to auto-enabling of Mods when Subscribed to[/h2]
Previously, newly subscribed mods were automatically enabled in the My Mods list. That default behavior is now changing, where newly subscribed mods will need to be enabled per mod profile after being subscribed to. This keeps mod profiles predictable and prevents accidentally enabling unwanted mods on a character that you may only want to use a couple quality-of-life mods on. A mod profile can be set to follow the previous behavior of automatically enabling everything new, via the "Auto-enable new mods" flag in the edit profile menu.

[h2]Loading Into a Character[/h2]
When loading into a character with a mod profile, the save file now contains a copy of the profile that was active when loaded. If a different mod profile is active when the character is selected in the future, you'll be prompted to either reload the game with the previous mod profile active or continue with the new profile instead.

If you import a save or have deleted the mod profile that was last used on the save, you'll have the option to import the mod profile upon selecting the save.

This extra step helps ensure you don't accidentally load into a save with the wrong mod profile active. (A game reload is required when switching mod profiles because mods have to be loaded before character select)





[h2]That Which Is Still Account-Wide[/h2]
A couple Important things to note that are not controlled at the mod profile level:


  • Mod subscriptions, as these are tied to your mod.io account. This means unsubscribing from a mod removes it from all profiles as well.
  • Mod load order, as there isn't much benefit in allowing per-profile load orders.


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:

  • The Browse tab now has infinite scroll.
  • Quickly toggle all mods' enabled state in the My Mods more (...) menu.
  • The mod details panel will now display up to four of the images added to the mod's mod.io profile.
  • The most recent changelog for a mod is always visible in the mod details planel, regardless of if you're subscribed or not.
  • Mods without any platform tags are now treated as being available for any platform.
  • Subscribed mods that are not available on the current platform will now show up in the "My Mods" tab, but still not be installed/loaded. (They also won't be dropped from your load order list anymore!)

Look out for this update which we hope to release next week!


[ 2023-12-15 02:02:52 CET ] [ Original post ]

Game Update - v1.2.2 ?8126

[h2]Atlas of Discovery[/h2]
[h3]New[/h3]


  • "Donate Generic Artefacts" now has a Settings button which will house customisation settings for the mechanic (Added over time)
  • Added an "All but 1" setting which can be toggled. When enabled, donating Generic Artefacts will always leave 1 remaining in your bank.
  • The "Show Artefacts" popup will now display if an Artefact is classed as Generic or not, as long as you have located at least one.
  • The tooltip for Artefacts will now mention if it is classed as a Generic Artefact.

[h3]Fixed[/h3]

  • Fixed issue where Barrier amount could go into negatives.
  • Fixed issue where increased damage reduction with active Prayer modifier was being calculated after all of DR calculations, resulting in higher/lower effects than intended.
  • Fixed issue where Slayer Relic 1 was granting Slayer Coins regardless of actual poison damage dealt
  • Fixed issue where some Artefacts were classed as a Generic Artefact when they had a use around the game. For example, items required for Township Tasks.


[h2]Base Game[/h2]
[h3]Fixed[/h3]

  • "Upgrading" a charge stone of Rhaelyx back into a mysterious stone is now classed as a downgrade.
  • Fixed issue where Township worship tooltip was missing the 2x season multiplier (Visual only)

[h2]Hotfixed Bugs[/h2]
These bugs were hotfixed shortly after the release of v1.2.2

  • Fix Summoning Shard quick buy using the new summoning packs instead of individual shards for purchase.
  • Fixed visual error with the Superior Woodcutting Skillcape name.
  • Fixed incorrect visual damage reduction calculation for Barrier damage when out of combat.


[ 2023-11-20 04:14:26 CET ] [ Original post ]

Game Update - v1.2.2

[h2]Preface[/h2]
If you have already obtained 100% completion in Atlas of Discovery, then this update will remove that status as you will be required to obtain the new content to reach completion.

If you currently have the Completion Cape (Atlas of Discovery) equipped, then this will be removed automatically when loading into the update.

If you die upon loading into the update due to an item being automatically unequipped, you will not lose any items on death.

[h2]Atlas of Discovery[/h2]
[h3]New Items[/h3]
Gems

  • Reduced Hitpoints Gem:Enemy has -3% Maximum Hitpoints.
    • Obtained from Cult Grounds chest.
  • Combat Doubling Gem:+3% chance to double items in Combat.
    • Obtained from Unholy Forest chest.
  • Maximum Hitpoints Gem:+20 Maximum Hipoints.
    • Obtained from Cult Monster.
  • Slayer Gem:+3% Slayer Coins, +5% Damage dealt to Slayer Task monsters.
    • Obtained from Magic Golem Monster
  • Dungeon Gem:+5% Damage to Dungeon Monsters.
    • Obtained from Trickery Temple Chest
  • Combat Gem:+5% Damage to Combat Area Monsters.
    • Obtained from Raging Maple Monster
  • Combintaion Fury Gem:Combines all of the above new Gems into a single Gem.
    • Obtained by combining various quantities of the above Gems, plus an extra required Item.
    • This Gem is designed for post-AoD content.

Off-hand
  • Summoner's Defender: -10% Summoning Familiar Attack Interval
    • Obtained from Trickery Chest
  • Knight's Summoning Defender: -0.1s Attack Interval, -10% Summoning Familiar Attack Interval, -3% Damage Reduction, +9 Melee Attack Bonus.
    • Obtained by upgrading 3 x Summoner's Defenders & 3 x Knight's Defenders

Ring
  • Summoner's Blessed Ring: -10% Summoning Familiar Attack Interval.
    • Obtained from the Trickery Chest

Consumable:
  • Summoner's Blessing: Consumable, -5% Summoning Familiar Attack Interval.
    • Obtained from the Shop.
  • Archaeologist's Consumable: -10% Archaeology Interval.
    • Obtained from the Shop.

Weapon Slot
  • Enhanced Spyglass: +5 Cartography sight range, +5 Cartography survey range, -10% Cartography Interval, and -10% Cartography travel costs.
    • Obtained by combining the Old Spyglass and Enhanced Spyglass Lens


[h3]Upgraded God Gear[/h3]
Aeris, Glacia, Terran and Ragnar God Gear now have Barrier (B) and Crystal (C) upgrades.

Each God (B) Piece:
  • Is an upgrade to base God gear.
  • +40% Summoning Familiar damage added as extra damage to Barrier.
  • +55 Flat Barrier damage added to Summon Familiar.
  • +35% chance to dodge Crystallization from being applied.

Each God (C) Piece:
  • Is an upgrade to (B) God gear.
  • Same bonuses from (B), plus
  • +1% chance to apply Crystallization to the Target when attacking (Target is stunned and takes +50% Damage during effect).
  • +35% chance to dodge Crystal Sanction from being applied.

Misc Items
  • Barrier God Shard: Used for high level gear upgrades like (C) God Gear and the Combination Fury Gem.
    • Obtained per completion of Underwater City Dungeon.
  • Museum Token: See below details about new Archaeology mechanic.


[h3]New Shop Purchases[/h3]
All located in the Atlas of Discovery Shop category.

Permanent Unlocks
  • Travel Token: -10% Cartography travel costs
  • Dig Site Token: +6% Archaeology Skill XP

Purchasable Items:
  • Enhanced Spyglass Lens
  • Summoner's Blessing (Consumable)
  • Archaeologist's Consumable
  • Topaz Bolts (Enchanted)
  • Sapphire Bolts (Enchanted)
  • Diamond Bolts (Enchanted)

Packs:

Provides all listed items on purchase
  • Summoner's Pack I: +2 Summoning Shard (Red), +2 Summoning Shard (Green)
  • Summoner's Pack II: +4 Summoning Shard (Red), +4 Summoning Shard (Green), +2 Summoning Shard (Blue), +2 Summoning Shard (Silver)
  • Summoner's Pack III: +6 Summoning Shard (Red), +6 Summoning Shard (Green), +4 Summoning Shard (Blue), +4 Summoning Shard (Silver), +2 Summoning Shard (Gold), +2 Summoning Shard (Black)
  • Combat Supply I: +200 Adamant Javelins, +200 Chaos Runes, +200 Big Bones
  • Combat Supply II: +200 Rune Javelins, +200 Death Runes, +200 Magic Bones
  • Combat Supply III: +200 Dragon Javelins, +200 Blood Runes, +200 Ancient Runes, +200 Magic Bones


[h2]Barrier Content Balancing[/h2]
General:
  • Early-Mid game Monsters no longer have Barrier Regeneration
    • Monsters from Eye-conic Cave, Mucky Cave, Tree Overgrowth, Collapsed City, Golem Territory & Unholy Forest
  • Every time a Monster regenerates Barrier, they receive a stacking debuff which applies a 5% slow, and also reduces their Accuracy and Evasion by 10%. One stack is applied per regeneration, up to a maximum of 5 stacks.
  • Monsters with Barrier now drop Barrier Dust on death (like bones). The amount of Barrier Dust dropped scales with the Monsters maximum Barrier value and can also be doubled.
  • Monsters with Barrier Regeneration will now display it as a Passive.

Monster Drops
  • Rare Equipment obtained from monsters in Underwater Ruins Combat Area are now 25% more common.
  • Granite Golem will now drop Imbued Bronze Bars.
  • Ranged Golem will now drop Imbued Steel Bars
  • Earth Golem will now drop Imbued Mithril Bars
  • Magic Golem will now drop Imbued Mithril, Adamantite and Runite Bars.
  • Golem Chest from Golem Territory will now drop Imbued Bars instead of generic Bars.
  • Ritual Chest from Cult Grounds will now also drop Imbued Runite & Dragonite Bars

Dungeon Chests
  • Treacherous Chest now drops up to 10 siphoning barrier gems and up to 250 imbued dragonite bars.
  • Ritual chest now drops up to 100 imbued runite/dragonite bars.
  • Ritual Chest now drops up to 5 siphoning barrier gems.
  • Ritual Chest can now drops up to 3 barrier exalted shards.

Buffed Summoning XP from Barrier:
  • Summoning XP received per damage to Barrier is increased from 0.45 -> 0.67 per damage dealt.

Tortoise & Summoning Synergies
  • Tortoise: Increased Summon Familiar damage added as extra damage to Barrier to 75%, up from 50%.
  • Tortoise + Cyclops: Now provides +20% Summoning Familiar damage added as extra damage to Barrier. The old bonus did nothing as Barrier Monsters cannot be a Slayer Task.
  • Tortoise + Dragon: Increased chance to apply Barrier Burn to 20%, up from 10%.

Barrier Gear

We've increased the Flat Barrier damage outputted from Barrier Gear:
  • Bronze: 10 -> 15
  • Iron: 10 -> 15
  • Steel: 20 -> 25
  • Black: 20 -> 25
  • Mithril: 20 -> 30
  • Adamant: 20 -> 30
  • Rune: 30 -> 40
  • Dragon: 30 -> 45
  • Ancient: 40 -> 50

Visual Barrier Damage
  • Combat UI now displays your maximum Barrier Damage.
  • Summoning Max/Min hit no longer includes Barrier Damage.

[h2]Archaeology[/h2]
New - Donate Generic Artefacts to Museum
  • You can now donate all Generic Artefacts to the Museum with a single click in exchange for Museum Tokens.
  • Museum Tokens are used for the new Shop Purchases listed above.
  • 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.
    • This includes Map items for Dig Sites, as you don't need to keep them after locating them (Cartography adds a permanent icon to your Map).
  • Locked items dont get donated.

Archaeology Balance
  • Base Archaeology Interval is being reduced to 4 seconds, down from 5 seconds.

[h2]Cartography[/h2]
  • Reduced base travel cost by 75% for hexes up to Level 59 cartography requirement.
  • Reduced base travel cost by 50% for hexes up to Level 60 - 99 Cartography requirement.
  • Reduced base travel cost by 25% for hexes up to Level 100+ Cartography requirement.

[h2]Unholy Prayers[/h2]
  • Unholy Prayers now use Prayer Points on every hit, changed from once per Attack Turn.
    • Unholy Marks can be applied per hit, so its only fair that Prayer Points are also used per hit.

[h2]Other[/h2]
Changes
  • Increased the chance for some rare Cartography Travel Events to appear.
  • Blunderbuss special attack for the Player now deals up to 15% normal damage per hit, instead of always 15% normal damage per hit.

Fixes
  • Fixed issue where Blunderbuss special attacks for both the Player and Ghost Mercenary was calculating damage based on their own normal damage, instead of the Targets normal damage like the description mentions.
  • Fixed issue where the Summoning Master Relic would not be active when loading a save, and would only become active again after forcing a modifier update.
  • Fixed issue where bonuses for Crafting that affect Jewelry were not applying for Rings & Amulets within the Special Items category.
  • Fixed issue where the Ceramic Jar was not providing its bonus to Soup correctly.
  • Fixed issue where modifiers that provide a chance to avoid Slow effects were not working on the Slow effect from Monsters within Underwater City.
  • Fixed issue where the Old Crafting Gloves was providing the incorrect percent bonus.
  • Fixed issue where Township would roll for ancient relics every time you clicked the repair all button, regardless of whether or not a building was actually repaired.
  • Fixed issue where Ranged Ammo that provided modifiers were not applying exclusively to the Ranged attack style.
  • Fixed incorrect item descriptions for existing Gems that mentioned the bonus was applied per hit, and not per turn like it actually works.
  • Fixed issue where the Cleansed modifier from the Cleansed Ring was not actually providing immunity to DOTs.
  • Fixed issue where the Puppet Master's passive that increases its Maximum Hitpoints was applying per hit, and not per turn.
  • Fixed issue where the Eradicating Gloves, Ring of Malice, Grudge Amulet, Consuming Shield, Helmet of Spite and Shield of Martyr was applying its effect for 1 turn longer than the description states.
  • Fixed incorrect description for the Power Crystal which incorrectly stated 5% bonuses, instead of the intended 10%.
  • Fixed issue where Crystal Sanction effect was applying for 1 turn longer than intended.
  • Fixed issue where the Attack Master Relic was applying its effect per Attack Turn, instead of per hit.
  • Fixed issue where the Cape of Completion (Atlas of Discovery) was providing an extra 10% interval reduction for Cartography.
  • Fixed issue where Attack Master Relic was providing decreased Global Evasion instead of Melee Evasion
  • Lemon Season should now display in the list of potential Seasons in Township once the Ancient Relic for it has been located.
  • Fixed broken effect artwork for various effects.
  • Fixed incorrect Knights Defender Item Description
  • Fixed issue where temporary modifiers gained in Cartography would last 1 travel action less than intended.


[h2]Throne of the Herald[/h2]
Fixes
  • Fixed issue where the Summoning Scrolls and Summoners Bag were not using charges when your Summoning Familiar attacks.
  • Fixed issue where the Fox + Salamander synergy was causing the item cost reduction to be 100%, instead of disabling it.


[h2]Base Game[/h2]
New
  • We have a brand new "News" site which will become the central news hub for all things Melvor Idle. This is also where the in-game changelog will direct you when clicked. https://news.melvoridle.com

Changes
  • The 'Set Item as Bank Tab Icon' setting will now reset the icon when the selected item is the same as the one currently set.
  • Township Casual Tasks that require you to defeat an enemy using a specific item will no longer appear unless you've found at least one of that item.
  • Township Casual Tasks that ask for Summoning Tablets will no longer appear until you've found at least one of that Tablet.

Fixes
  • Fixed visual bug where Farming Plots would display the XP/MXP values for the wrong seed.
  • Fixed issue where the increased minimum spell damage modifier would not apply to Natures Call spell.
  • Fixed issue where the Mole + Crow Summoning Synergy would apply its bonus to Pure Essence as well, even though the description only mentions Rune Essence (It also used zero charges on Pure Essence while providing the bonus).
  • Fixed incorrect Area Effect description for Arid Plains
  • Fixed incorrect Item icon for tutorial step "Magic Preparation 2".


[ 2023-11-15 02:51:34 CET ] [ Original post ]

Upcoming changes to Atlas of Discovery

Hey everyone!

Weve been blown away by the support from the community around Atlas of Discovery. Its amazing to see so many players enjoying and participating in the content made available from the expansion. Seeing the discussions around the content on all our social platforms has been a delight to read.

This level of support allows us to continue to create massive expansions that extend the gameplay of Melvor Idle in new and exciting ways, and allows us to explore new mechanics for content.

Over the last few weeks, weve been monitoring all channels of community feedback to see what and if anything needs to be addressed within the expansion that may not be sitting right with players.

What weve seen is that Atlas of Discovery requires quite a lot of adjustments to get it to the point where it becomes a viable choice of content throughout someones 1-99 journey, and it should also provide some use after youre done with it.

This announcement aims to talk about the most prominent pain points weve seen, and what were doing to address the concerns raised by the community.

Preface
This announcement details upcoming changes to Atlas of Discovery. These changes are not yet released, and there is not an exact ETA on when this update will be released.

Well break down this announcement into Barrier, Archaeology and Cartography so you can see what has been changed/added.

Its important to note that every pain point weve seen will not be addressed with this update. It may take a few updates to get right with the communitys help. However, we hope these initial adjustments to Atlas of Discovery are a step in the right direction.

Barrier
This mechanic is by far the largest topic of discussion, and requires the most attention in terms of changes and adjustments to bring it in line with the progression we want to see during someones playthrough.

[h2]Notable Feedback We are Addressing:[/h2]


  • Barrier Combat is Unrewarding: It's more beneficial to outlevel the rewards than to invest in upgrading barrier-specific items. This renders the whole barrier combat mechanic redundant as you can simply bypass it for better results.
  • Barrier Mechanic Feels Bad: With summoning attacks fixed at 3-second intervals, you often deal no damage to the Barrier if accuracy is low. On top of this, Barrier regenerates which makes the fight last much longer.
  • Overly Grindy Nature of Upgrading: The Barrier combat mechanic requires an excessive grind to upgrade gear effectively, especially when the main item to upgrade (Barrier Gems) only comes from a single source and has limited availability.
  • Slow Kill Times: Attempting to approach AoD Combat without using TotH gear leads to incredibly slow kill times and very long grinds to obtain upgrades.

[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.

  • Early-Mid game Monsters will no longer have Barrier Regeneration (Eye-conic Cave, Mucky Cave, Tree Overgrowth, Collapsed City, Golem Territory, Unholy Forest)
  • Every time a Monster regenerates Barrier, they will receive a stacking debuff which applies a slow, and also reduces their Accuracy and Evasion. One stack is applied per regeneration, up to a maximum of 5 stacks.
  • Monsters with Barrier Regeneration will now display it as a Passive.

[h3]Lessening the Grind of Barrier Items & Gear Upgrades[/h3]
Note: There are changes to Archaeology below to also help with the grind.

  • Were increasing the drop rates of various high-level Barrier Items.
  • Monsters with Barrier now drop Barrier Dust on death (like bones). The amount of Barrier Dust dropped scales with the Monsters maximum Barrier value and can also be doubled.
  • Granite Golem will now drop Imbued Bronze Bars.
  • Ranged Golem will now drop Imbued Steel Bars
  • Earth Golem will now drop Imbued Mithril Bars
  • Magic Golem will now drop Imbued Mithril, Adamantite and Runite Bars.
  • Golem Chest from Golem Territory will now drop Imbued Bars instead of generic Bars.
  • Ritual Chest from Cult Grounds will now also drop Imbued Runite & Dragonite Bars

[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).

  • (B) Upgraded God gear will provide a massive increase in Barrier Damage
  • Each God piece provides +40% Summoning Familiar damage added as extra damage to Barrier (Total of +160%)
  • Cost to upgrade is the same as Ancient Gear using the base God Item.
  • Obtainable if you can complete the God Dungeons + Cult Grounds dungeon

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:

  • As mentioned above, we have more Barrier Dust and Imbued Bar drops around the game. Note Imbued Dragonite Bars are more plentiful as well.
  • Ritual Chest from Cult Grounds dungeon now also contains Barrier Exalted Shards & Siphoning Barrier Gems.

[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:

  • Summoning XP received per damage to Barrier is increased from 0.45 -> 0.67 per damage dealt.

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.

  • Reduced Hitpoints Gem: Enemy has -3% Maximum Hitpoints. Obtained from Cult Grounds chest.
  • Combat Doubling Gem: +3% chance to double items in Combat. Obtained from Unholy Forest chest.
  • Maximum Hitpoints Gem: +20 Maximum Hipoints. Obtained from Cult Monster.
  • Slayer Gem: +3% Slayer Coins, +5% Damage dealt to Slayer Task monsters. Obtained from Magic Golem Monster
  • Dungeon Gem: +5% Damage to Dungeon Monsters. Obtained from Trickery Temple Chest
  • Combat Gem: +5% Damage to Combat Area Monsters - Obtained from Raging Maple Monster

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]

  • Theres Too Much Junk - Archaeology has too many items that provide zero use other than to sell. This feels bad and clogs up Bank Space.
  • Archaeology is Too Slow - The high base interval and lack of interval reduction makes the Skill feel like a slog.

[h2]Whats Being Changed[/h2]
[h3]Faster Progression[/h3]

  • Base Archaeology Interval is being reduced to 4 seconds, down from 5 seconds.
  • Weve also added a new consumable that further reduces Archaeology interval by -10%.

[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

  • Enhanced Spyglass Lens: Allows you to upgrade the Old Spyglass to the Enhanced Spyglass, significantly increasing the Survey & Sight Range.
  • Travel Tokens: -10% Travel Costs in Cartography
  • Archaeologists Consumable - -10% Archaeology Interval
  • Dig Site Tokens: +6% Archaeology Skill XP.
  • Summoners Pack I: Provides 2 Red & 2 Green Summoning Shards using Museum Tokens + GP (50% cheaper than buying Shards directly)
  • Summoners Pack II: Provides 4 Red, 4 Green, 2 Blue & 2 Silver Summoning Shards using Museum Tokens + GP (50% cheaper than buying Shards directly)
  • Summoners Pack III: Provides 6 Red, 6 Green, 4 Blue, 4 Silver, 2 Gold & 2 Black Summoning Shards using Museum Tokens + GP (50% cheaper than buying Shards directly)
  • Combat Supply I: +200 Adamant Javelins, +200 Chaos Runes and +200 Big Bones using Museum Tokens + GP.
  • Combat Supply II: +200 Rune Javelins, +200 Death Runes and +200 Magic Bones using Museum Tokens + GP.
  • Combat Supply III: +200 Dragon Javelins, +200 Blood Runes, +200 Ancient Runes and +200 Magic Bones using Museum Tokens + GP.
  • Topaz Bolts (Enchanted): Can now be purchased directly from the Shop using Museum Tokens + GP (GP Costs is 4x the sale value of the Bolt)
  • Sapphire Bolts (Enchanted): Can now be purchased directly from the Shop using Museum Tokens + GP (GP Costs is 4x the sale value of the Bolt)
  • Diamond Bolts (Enchanted): Can now be purchased directly from the Shop using Museum Tokens + GP (GP Costs is 4x the sale value of the Bolt)

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]

  • It's too expensive: The Skill is too expensive for meaningful progression to actually be made in AoD alongside the rest of the game.

[h2]Whats Being Changed[/h2]
[h3]Cheaper Travelling[/h3]
Were significantly reducing the base travel costs across the board:

  • Reduced base travel cost by 75% for hexes up to Level 59 cartography requirement.
  • Reduced base travel cost by 50% for hexes up to Level 60 - 99 Cartography requirement.
  • Reduced base travel cost by 25% for hexes up to Level 100+ Cartography requirement.

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


[ 2023-10-24 04:51:17 CET ] [ Original post ]

Game Update - v1.2.1

[h2]Atlas of Discovery[/h2]

[h3]New[/h3]


  • Almost all Points of Interest in Cartography now provide some kind of reward. Rewards include GP, Slayer Coins, Items, and temporary bonuses for the next 10 travels.
  • ^^ If you have already discovered these Points of Interest, all new rewards except the temporary bonuses will be provided to you retroactively when loading a character.
  • The Monolith Point of Interest is now classed as an Active POI providing -5% Cartography Dig Site Map upgrade interval, +5% chance to preserve resources in Cartography, and +5% chance to preserve a Dig Site Map charge in Archaeology


[h3]Changes[/h3]

  • Reduced Ship Combat Overhaul shop upgrade item costs to 2k each, down from 10K each.
  • Decreased Master Crafting Relic in Ancient Relics mode chance to enchant urns to 90%, down from 100%. This is to stop the possibility of not being able to achieve 100% completion in the mode due to urns automatically enchanting.
  • Aranite Brush Shop Purchases now only requires 5 Aranite Brushes from a Dig Site to purchase, down from 25.
  • Crystal now sells for 100GP, down from 500GP.
  • Refined Pure Crystal now sells for 1K GP, up from 500GP.
  • You now produce a base quantity of 2 Barrier Dust per craft in Crafting, up from 1.
  • You now produce a base quantity of 6 Barrier Dust per cast of the Barrier Dust Alt. Magic Spell, up from 3.


[h3]Performance[/h3]

  • Cartography will now automatically throttle the frame rate when you are on any page other than Cartography.
  • This is a general reminder to check the Settings page as there are some extra Cartography settings to assist with performance.


[h3]Fixed[/h3]

  • Fixed incorrectly calculated modifier for increased Slayer Coins per poison damage in Ancient Relics mode.
  • Fixed issue where more than 1 Divider was being consumed per Dig Site Map Refinement.
  • Fixed visual error with Prayer Relic 2 displaying the incorrect percent modifier.
  • 0 / 0 completions will now display as 100% progressed in the Completion log, instead of 0% (You can see this with Thieving Mastery completion for AoD)
  • Fixed issue where Crystallization and Crystal Sanction could be applied to Monsters who are mean't to have player debuff immunity.
  • Fixed missing Ranged Level requirement for Enchanted and Arcane Bolts.
  • Fixed incorrect Ranged Level requirement for Enchanted & Arcane Diamond bolts.
  • Fixed incorrect Ranged Level requirement for Enchanted & Arcane Jadestone bolts.
  • Fixed incorrect survey interval reduction on the AoD Completion Cape.


[h2]Base Game[/h2]

[h3]Changes[/h3]

  • Equipment tooltips now display the special attacks of the item.


[h3]Fixed[/h3]

  • Fixed setting to disable Birthday Event present drops.
  • Fixed issue where the increased GP Flat modifier was not working as intended in Thieving.
  • Fixed incorrect text listed on Stop Fishing Contest button.
  • Updated wording for Toggle Ignore Bank Full setting.
  • Fixed bug where Artisan Skills would display you have no costs to continue, even though you do. This only occured when the Skill stopped on a full bank.
  • Fixed issue where increased flat GP modifiers were applying during certain Combat scenarios where you earned 0 GP (It should only apply if you earned at least 1 GP for the action).
  • Fixed issue where it was possible to lose GP per Combat action if you managed to have negative GP modifiers active.
  • Fixed issue where equipment event assignments would continuously grow without being cleared after successful even unassignment.


[h2]What's being worked on[/h2]

  • Steam Client updates for Windows, MacOS & Linux (Including Steam Deck)
  • iOS App update (Delayed due to issues with iOS 17 release)
  • Performance improvements


[ 2023-10-02 05:35:53 CET ] [ Original post ]

Game Update - v1.2 ?7841

[h2]Atlas of Discovery[/h2]
New


  • Tortoise Familiar in Summoning now also accepts all other Barrier Gems as recipes.

Changes

  • Heavily increased the sale price of all Barrier Gems. This in turn makes the Tortoise Familiar in Summoning require less quantity of Gems per craft.

Fixed

  • Fixed an issue where the Astrology Master Relic & Agility Master Relic in Ancient Relics mode were not applying correctly.
  • [Steam] Fixed a bug where opening the Wiki from a link in the Game Guide would not open your default browser.
  • Fixed incorrect XP provided for Crystal Fletching gear, Aranite Shield, Crystal Sanction Potion and Crystallization Potion.
  • Fixed incorrect image assets for Unholy Potions.
  • Barrier gear (B) that is upgraded in Crystal Gear (C) no longer lose their chance to dodge crystallization
  • Fixed incorrect chance to dodge crystallization for the Crystal Helmet.
  • Fixed incorrect stats for the Pure Crystal Platebody (G)
  • Fixed Golden Wreath GP multiplier not working with Thieving NPCs
  • Fixed incorrectly applied flat GP modifiers for Alt. Magic and Thieving Auto Sell.
  • Fixed Ancient Whetstone using a charge when attacked by the Enemy.
  • Fixed Runecrafting Lesser Relic using charges during Combat. Also fixed it not using a charge in Cooking.


[ 2023-09-18 05:22:10 CET ] [ Original post ]

Game Update - v1.2 ?7809

[h2]Atlas of Discovery[/h2]

Changes


  • Pure Crystal from Mining now sells for 750GP, up from 500 GP.
  • Tiny Spice Jar Artefact now sells for 3 GP, down from 24 GP.


Fixed

  • Fixed an issue where the Cape of Completion (Base Game) and the Superior Cape of Completion (TotH) were not inheriting the modifiers from the Standard & Superior Cartography / Archaeology Skillcapes.
  • Fixed issue where Haunted Ring was providing the wrong Max Hit modifier.
  • Fixed an issue where Impending Darkness completions in Ancient Relics mode was not providing the intended Skill cap increase rewards.
  • Fixed Bone Ring modifier not working.
  • Fixed issue where Mark, the Summoning Pet, would require the new Atlas of Discovery familiar marks to be located to unlock (Pet should only require base game Marks).
  • Fixed a visual bug where Archaeology Dig Site values would not automatically update the reflected new refinements applied to Dig Site Maps.
  • Fixed unintentional item doubling in Thieving in Ancient Relics Mode.
  • Fixed issue where Crystal and Pure Crystal Ore nodes in Mining did not provide gem rewards. This in turn also fixes the Gem Gloves not working on these nodes.
  • Fixed unintended sale price for Elemental Scrolls in Archaeology.


Modding

  • Removed hard coded properties that handle Skill level cap increases and Skill selections, moving moved them to the namespaced gamemode object. This change allows Mod creators to determine how their custom Skills are handled in Ancient Relics mode with ease, and increases compatibility of this adjustment when multiple custom Skills are installed.


[ 2023-09-14 06:35:28 CET ] [ Original post ]

Game Update - v1.2 ?7785

[h2]Atlas of Discovery[/h2]
[EN] = Visible to English language only until translations are complete.

[h3]New (UI)[/h3]


  • [EN] Added an explanation of the Hex Mastery system to the View Hex Mastery popup.
  • The View Hex Mastery popup will now display how many hexes you have mastered.
  • The Hex Mastery popup will now explain what Hex Mastery is, and how it works.
  • The Hex Mastery popup will also display how many Hexes you have mastered.
  • Compacted some Mobile UI elements for Cartography.
  • Added Max Hex Level indicator to the Hex progress UI.
  • Hovering over the Barrier Bar or Icon within Combat will now display the Barrier information just like it does for the Combat Areas themselves.

[h3]New (Settings)[/h3]

  • Added a setting to throttle Cartography Map frame rate cap while inactive. This caps the frame rate to 10 FPS after 5 minutes of inactivity.
  • Added a setting to set Cartography Frame Rate Cap while active.
  • Added a setting to toggle the cat image for undiscovered dig sites in Cartography. This is disabled by default.

[h3]Fixed[/h3]

  • Fixed issue where the Cartography Map Quality setting had no effect on iOS
  • Fixed hidden POI markers not displaying automatically when locating a required item.
  • Fixed issue with how Max Skillcapes handled their requirements.


[h2]Base Game[/h2]
[h3]Balancing[/h3]

  • Summer Season in Township now also provides -10% Repair Cost
  • Fall Season in Township now also provides -15% Repair Cost
  • Reduced Trading Post GP cost to build to 500K, down from 2.5M.

[h3]Fixed[/h3]

  • Added a failsafe to the game which will prevent it from loading if there is a file version mismatch. This kind of thing can only occur during the 1-5 second process of a game update.
  • Ash no longer drops from Firemaking in the Tutorial. Should help prevent issues where players are getting stuck on Tutorial Island.
  • Tutorial Island will now allow you to purchase Feathers and Bowstring after steps have been completed to unlock them. This should also fix issues where players get stuck on Tutorial Island.


A Steam Client update is on the way for Windows to fix some reported issues we have received.


[ 2023-09-12 02:52:23 CET ] [ Original post ]

Melvor Idle: Atlas of Discovery - Now Available!

I'm so happy to announce that our 2nd expansion, Atlas of Discovery, is now available!

If you're thinking about starting fresh, now is a fantastic time to do so! This expansion focuses on adding content from Levels 1-99. If you're brave enough, you could try out the new Ancient Relics Gamemode!

If you're looking to purchase it, or see more information regarding the expansion, you can do so below.

https://store.steampowered.com/app/2492940/Melvor_Idle_Atlas_of_Discovery/


[ 2023-09-07 17:10:01 CET ] [ Original post ]

Game Update - Township Tasks & Boxes - v1.2 (?7668)

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.

We've been reading all the feedback on various platforms since the release of v1.2 and have re-evaluated some of the changes we made to the Township Trader boxes.

This update aims to add more Tasks to the base game, bring back Herbs to Herb boxes, and slightly reduce the amount of Tasks required to obtain T2/3 Boxes (allowing you to skip many more tasks you don't enjoy).

The Task requirements themselves will remain, as it is an important requirement to balance the power of the boxes.

We appreciate the feedback we have received on this matter, and will continue to monitor it over the coming days/weeks.

New


  • Added 10 new Tasks to the base game, 2 per difficulty up to Elite, increasing the total amount of Tasks available in the base game to 110.


Township Trader Boxes

  • Reminder that there is now a total of 110 tasks in the Base game, up from 100.
  • Tier 2 Boxes now require 85 Task completions out of 110 total Tasks available to you in the Base Game, down from 95 out of 100 available Tasks.
  • [TotH only] Tier 3 Boxes now require 110 Task completions out of 130 total Tasks available to you with Throne of the Herald, down from 115 out of 120 available Tasks.

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.

  • Herb Boxes now provide Herbs again instead of Seeds, up to 75 per box.

Fixed

  • Fixed an issue where the building repair cost modifiers were not applying correctly during certain seasons, causing 100% reduced repair cost.


[ 2023-09-06 10:54:26 CET ] [ Original post ]

Bug Fixes - v1.2 (?7650)

UI Adjustments


  • Woodcutting will now display all locked trees instead of only the next tree.

Bug Fixes

  • Fixed a bug where repair costs for Township buildings were factoring the total building count across all biomes instead of only the biome it resided in. This unintentionally increased repair costs by 2-3x.
  • Fixed an issue where starting a Golbin Raid would crash the game.
  • Disabled the CPU/GPU performance setting for steam temporarily until it is stable enough to re-release.
  • Fixed an issue where the Game Guide and Statistics for expansion skills would display in the base game.
  • Updated some translations.
  • Fixed issue where the Clown Hat was missing from the Shop.
  • Fixed some black progress bar issues in Super Dark mode.


[ 2023-09-05 12:36:01 CET ] [ Original post ]

[WINDOWS] Client Update to NW.js 0.71.1

A client update has been released for Melvor Idle on Windows.

This client update fixes a memory leak caused during Combat.


[ 2023-09-05 06:12:02 CET ] [ Original post ]

Game Update [v1.2] & Melvor Idle's 4th Birthday!

Melvor Idle: Atlas of Discovery is realeasing on 7 September 2023.

https://store.steampowered.com/app/2492940/Melvor_Idle_Atlas_of_Discovery/

Melvor Idle's 4th Birthday
Can you believe it's already been 4 years since I began working on Melvor Idle? It's quite unreal where the game has ended up. I'm forever grateful for the continued support from everyone, and we're definitely not slowing down just yet!

To celebrate this incredible milestone, we have quite a few surprises in store throughout the entire month of September.

Alongside Atlas of Discovery which is launching on September 7, we have 4 surprises in store for everyone. I wonder what they could be?

Take a look at the calendar of dates here.


Breakdown of Dates:


  • 4 September 2023 - ??? (Today's game update is not the surprise)
  • 7 September 2023 - Atlas of Discovery Release
  • 13 September 2023 - ???
  • 18 September 2023 - ???
  • 21 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

  • +1 Bank Tab. 100M GP

Agility Item Cost Reduction Enhancement

  • Item cost reduction in Agility can now reach 100%.
  • Requires Level 99 Agility, Level 99 Firemaking, 5 Into the Mist completions, and costs 250M GP.


[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:

  • Notifications will remain on screen and increment in value until it disappears, which resets the count.
  • Has a much more compact styling compared to the old notifications.
  • You can toggle Importance for error messages and Summoning Mark notifications. This means the notification will remain on screen until you click it to remove it.
  • You can adjust the position of notifications to left, center or right alignment.
  • You can adjust the delay until notification disappears.
  • You can toggle Item names and current bank quantities for Item notifications.
  • You can toggle whether Skill XP notifications appear or not.
  • All existing notification settings still work with Notifications v2.

If you prefer the old notification system, you can toggle Use Legacy Notifications System in Settings.

[h2]New Quality of Life UI Additions[/h2]

  • [EN only] Added colour coding and icons to Item descriptions, Special Attacks, and Passives to greatly improve readability.
  • Items that can be upgraded or downgraded now show an icon within the Bank. This makes it easier to spot items that can be upgraded/downgraded at a glance.
  • Added Open in Wiki icons around the game for Items, Skills (in the Game Guide), and Monsters. Clicking this will open the respective official Wiki page (if it exists). There is an option in Settings to disable this.
  • Auto eat icon now displays the HP threshold next to it without needing to go into the tooltip.
  • Updated the Hitpoints section within the Combat UI to increase readability.
  • Added Base Summon Max Hit text to summon item tooltips and also within summoning when creating the tablet. If the Summon doesn't attack, it will also mention this.
  • Added a "Consumable" badge to items that can go in the consumable slot.
  • Added colour coding to Combat Areas, Slayer Areas and Dungeons to denote which Expansion they are part of. This can be disabled in Settings.
  • Added a visual Game Guide link to Skill headers.
  • Farming now has icons that show what XP/MXP/MPXP is earnt.

[h2]Other Additions / Changes[/h2]

  • Combat Area and Slayer Area difficulty is now determined based on the Slayer tier of the Monsters inside.
  • Added new Super Dark mode which can be toggled in Settings.
  • You can now select what Background the game uses from Settings.
  • Added new performance Setting for Steam - Reduce CPU & GPU usage by pausing actions for all Skills when the game is minimised or placed in the background to activate offline progression upon return (This was already available on the Web).
  • Cleaned up UI for View my Runes page in Combat
  • Typing an equipment slot name into the bank search will now display all items that can be equipped into it. This includes consumables and passive slot items.
  • Ignore bank full setting is now enabled by default for new characters (Skill will progress even if bank gets full).
  • Slightly updated Bank UI.


[h2]Game Balance[/h2]
[TotH] = Throne of the Herald only

Agility

  • Reduced base Gold & Silver Bar Item costs for Pillars to 5K each, down from 10K.
  • [TotH] Reduced base Carrion Log & Divinite Bar Item costs for Elite Pillars to 10K, down from 30K

Woodcutting

  • Rebalanced Axe upgrades from the Shop to provide a total of -40% Interval reduction, instead of a total of -50%.
  • The specific Axes that changed are the Black Axe and Mithril Axe only.

Township General

  • It is now possible to repair buildings if your population happens to fall below the requirements to build that tier due to building degradation.

Township Buildings

  • Storage buildings no longer degrade. If yours is sitting at below 100%, it will require one more repair to get back up to 100%.
  • Town Halls can now degrade again.
  • Town Halls now also require 100k Bars, 50K Herbs & 50K Potions to construct.
  • Increased Wood and Stone cost of Town Halls to 100K each.
  • Trading Posts now require 5M GP each to construct.
  • Trading Posts also now require 2K Potions and Herbs to construct.

Township Modifiers

  • Increased/decreased building cost no longer affects GP cost of buildings, only Township resource costs.

Township Seasons

  • Added +50% Repair Costs to Winter Season.
  • Added -25% Repair Costs to Spring Season.

Township Trader Consumables

  • Fervor Scroll - Now decreases Target Damage Reduction by 4%, up from 2%
  • Quick Burner Scroll - Now provides -2% FM Interval, up from -1%
  • Quick Burner Scroll II - Now provides -5% FM Interval, up from -4%
  • Looter Pouch - Now provides +4% chance to double loot in Combat, up from +2%
  • Leather Crafter Scroll - Now provides +10% chance to double Leather/D-Hide in Crafting, up from +5%
  • Burning Scroll Of Gold - Now provides +10% GP from FM, up from +5%
  • Burning Scroll Of Gold II - Now Provides +20% GP from FM, up from +10%
  • Gem Finder Scroll - Now provides +10% chance to locate a second gem, up from +5%
  • Slayer Deterer - Now provides +2% DR against Slayer Task ,up from +1%

Township Trader Boxes

  • All boxes from Township now provide "Up to x" instead of always providing the maximum amount of an item.
  • All Boxes now require level 40/99/120 [Tier I / II / III] Township to purchase from the Trader.
  • All Boxes that had a secondary level requirement now also match the above 40/99/120 level requirement.
  • All T1 Boxes now also require 40 tasks to be completed to purchase (Not casual tasks).
  • All T2 Boxes now also require 95 tasks to be completed to purchase (Not casual tasks).
  • [TotH] All T3 Boxes now also require 115 tasks to be completed to purchase (Not casual tasks).
  • Potion Boxes now have an additional Hitpoints level requirement to purchase.
  • Herb Boxes now have an additional Herblore Level Requirement to purchase.
  • Bar Boxes now have an additional Mining level requirement to purchase.
  • Herb Boxes now provide the Herb Seeds instead of Herbs themselves. Also changed the quantity for Herb Boxes to "up to 10".
  • Adjusted the weighting of items in all Boxes so the higher level products are now rarer to obtain per box.
  • Potions in the Potion Boxes now provide up to 300, instead of 422.

Combat

  • [TotH] Reduced the sale price of Vorloran gear to 250K / 500K / 750K / 1M / 1.5M for Gauntlets / Boots / Helmet / Platelegs / Platebody.

[h2]Bug Fixes[/h2]

  • Optimized game rendering functions to improve general performance throughout the game.
  • Optimized how the game saves locally to improve general performance.
  • Optimized mobile layout for Fishing.
  • Lots of fixes applied to translations.
  • Adjusted Combat equipment tooltip positioning in an attempt to fix the overlapping of information tooltips on top of the combat quick equip tooltip.
  • Fixed visual only bug where Township displayed incorrect values for each building inside a Biome (Like population, happiness etc).
  • Fixed a bug where Township would not automatically update the UI for building requirements when increasing your Health.
  • Fixed issue where Township Rewards are lost due to no bank space. Rewards will now always be added to your Bank regardless of Bank space.
  • Fixed issue where modifiers from Township buildings would not update correctly per tick
  • Fixed incorrect category tag for Township Skilling items that caused them to show up in certain bank searches.
  • Fixed a casual task that incorrectly provided Smithing Skill XP as the reward instead of Township XP.
  • Fixed Alchemist Bag II being consumed upon potion use instead of charge use
  • Fixed issue where some Township repair costs were not deducting the intended value.
  • Fixed issue where a building that was fully upgraded would display the requirements to build.
  • Fixed issue where it was possible to start Cooking without the required resources.
  • Fixed issue where the game would reload when pressing "enter" upon entering a custom shop amount/quantity.
  • Fixed game crash when Agility level was decreased.
  • Fixed incorrect Mastery token drop chance for Agility.
  • Fixed issue where Steam would not automatically link your Steam account to your Melvor Cloud account.
  • Fixed blanket issue where Item Effects were not applying to the enemy as intended in some circumstances.
  • Fixed issue where chance to avoid sleep was incorrectly calculated.
  • Fixed issue where chance to hit was able to go below 0% in some circumstances.
  • Fixed issue where it was possible to get infinite Prayer Point preservation in some circumstances.
  • Fixed issue with Mobile character selection UI when trying to display large values of GP
  • Fixed offline combat disabled alert not disappearing automatically when enabling offline combat
  • Applied formatting to item quantities in artisan menu when quantity is greater than 100M
  • Fixed issue where Monster respawn time interval could go below the games 0.25s interval threshold.
  • Fixed unique astrology modifiers trying to check costs when start was already maxed
  • Game Center should now be centered.
  • Fixed issue where coloured Item synergy borders did not display in the top-right equipment dropdown menu.
  • Fixed missing modifier description for Increased Minimum Spell Damage


[ 2023-09-04 07:32:17 CET ] [ Original post ]

Announcing Melvor Idle: Atlas of Discovery!


We are extremely excited to announce our second major Expansion - Melvor Idle: Atlas of Discovery!

This expansion comes packed with new Skills, a new Gamemode, new Combat encounters, and much more for all stages of the game!

[h2]Melvor Idle: Atlas of Discovery will release on Thursday 7th September 2023[/h2]

Wishlist:
https://store.steampowered.com/app/2492940/Melvor_Idle_Atlas_of_Discovery/

Whats Included?

[h2]Cartography - New Non-Combat Skill[/h2]
Our most technical Skill to date.

Cartography focuses on discovery, where you will be greeted with a massive interactive World Map of Melvor. Covered with a blank Hex grid, youll be tasked with surveying the Map and slowly uncovering what lies beneath.

The World Map is similar to something like Google Maps, where you will be able to zoom in/out and pan around the Map of Melvor.

Throughout your journey of training this Skill, you will discover many locations, rewards and bonuses that can be used throughout the game. There are over 100 locations to discover!

Cartography is the heart of this expansion, directly synergising with the 2nd new Skill, as well as being the gateway to unlocking new Combat areas.

Cartography will have a maximum Skill Level of 120 in this expansion.

[h2]Archaeology - New Non-Combat Skill[/h2]
Yep, thats right. Archaeology is making its way in Melvor Idle as an official Skill!

The Grand Museum of Melvor has tasked you to locate and donate all possible Artefacts hidden around the world of Melvor. Artefacts have a variety of uses, including rare and unique equipable items for all stages of the game.

To be able to dig for Artefacts, you must first discover the locations of Dig Sites in Cartography, which youll then be required to create Dig Site Maps to be able to begin your Artefact hunt.

Theres over 160 unique items to locate in Archaeology across 18 Dig Sites.

Archaeology will have a maximum Skill Level of 120 in this expansion.

Important Disclaimer: Archaeology has no relation to the Archaeology Skills submitted for the recent Create a Mod contest.

[h2]Ancient Relics Mode - New Gamemode[/h2]
Our 3rd official Gamemode is making its way to Melvor Idle, known as Ancient Relics Mode.

This is a brand new and unique way to experience Melvor Idle, providing harsh limitations like disabling all preservation & doubling, disabling Cooking & Fishing until late-game, and locking Skill progression behind Dungeon completions.

All Skill will be unlocked from the beginning, but will only have a maximum Skill level of 10. This maximum Skill level can be increased by completing Dungeons.

On top of this, this Gamemode introduces something called Ancient Relics. These are rare powerful permanent modifiers that can be obtained by simply training Skills.

Every Skill in this gamemode has 6 Ancient Relics to discover, each providing additional permanent bonuses that will assist throughout the game.

This Gamemode is not for everyone, as it will require some active gameplay in the form of manually eating to defeat Dungeons.

[h2]New Combat Areas, Slayer Areas and Dungeons[/h2]
Weve also included an array for new Combat areas for you to tackle.

All new areas will either need to be located in Cartography before gaining entry, or will require an item to be located in Archaeology.

In total, there will be:


  • 8 new Combat Areas
  • 3 new Slayer Areas
  • 5 new Dungeons

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:

  • 2 New Skills - Cartography and Archaeology
  • New Gamemode - Ancient Relics Mode
  • 600+ new Items
  • 46 new Monsters
  • 8 new Combat Areas
  • 3 new Slayer Areas
  • 5 new Dungeons
  • 9 new Pets
  • New Unholy Prayer Book with 17 new Unholy Prayers
  • New Combat Mechanic - Barrier
  • New Equipment Slot - Gem Slot
  • 2 new Trees in Woodcutting
  • 3 new Fish for Fishing, which can also be Cooked.
  • 2 new Ore nodes in Mining
  • 6 new Potions in Herblore
  • 1 new Summoning Familiar for Barrier which synergises with many existing base game Familiars.
  • Brand new items to create in Smithing, Fletching, Crafting and Runecrafting.
  • New Astrology Constellation.
  • 2 new Ancient Magick Spells
  • 2 new Alt Magic Spells
  • 2 new Magic Auroras
  • 2 new Magic Curses
  • 3 new Agility Obstacles
  • Many new Skill Upgrades in the Shop, mainly for Cartography and Archaeology
  • 20 new Township Tasks containing Atlas of Discovery tasks.


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.


[ 2023-08-01 11:06:53 CET ] [ Original post ]

Winners of the "Create a Mod" Contest!

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.

Thank you to everyone who participated! I personally had a lot of fun playing them all and seeing what creative ideas you could come up with and implement in a 3 week period.

Without further ado, here are your winners! (As of votes counted until exactly Thursday, July 13 @ 11:59pm GMT+1)

[h2]Winner[/h2]



[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).


[ 2023-07-14 10:54:49 CET ] [ Original post ]

"Create a Mod" Contest - Vote Now



Hello everyone!

The submissions have now ended for the Create a Mod contest.

Thank you so much to everyone who participated in our first Create a Mod contest. This was our first time trying something like this and we hope everyone has fun testing all the unique mods that were submitted.

It's really awesome to see many of creative individuals get around the contest and give it a crack. I'm going to have a lot of fun testing out all these mods.

You will find a list to all the submitted Mods at the bottom.

The Community Voting period officially begins at 2:00am GMT +1 today (Now), 6 July, 2023 and will last until Thursday, 13 July @ 11:59pm GMT+1.

How the Community Vote Will Work


  • The top 10 winners will be chosen via the community using the likes feature on mod.io (Dislikes will have no effect on the end result). This feature is also available via the official Mod Manager within Melvor Idle.
  • Voting officially begins at 2:00am GMT +1 today, 6 July, 2023 (now). Mod.io will reset the votes/like for all Competition Mods in order to make it fair for all those who enter.
  • Only likes after the reset date and time will count. Any votes/likes prior to this date do not count.
  • Submissions after 11:59pm GMT+1 on 5 July, 2023 are not included. This includes updates to your Mod. If your mod is updated after the submissions end date, then it will be disqualified from voting.
  • Voting officially ends on Thursday, 13 July @ 11:59pm GMT+1
.

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:

  • Select the Mod Manager
  • Select the orange Filter button next to the search box,
  • Select the "Mod Contest 2023" category to see all the mods.

    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/


  • [ 2023-07-06 03:20:46 CET ] [ Original post ]

    Create a Mod Contest! $3,000 USD in prizes up for grabs!



    Hello everyone!

    The team has been working hard behind the scenes and we are excited to finally announce our very first contest for this year: a Create a Mod contest!

    Weve partnered with mod.io for this contest. Well use their website for submissions and voting (more details below).

    Please make sure you read this entire post carefully before making a submission.

    Overview
    The theme of this contest is content. This means you are tasked to create a Mod for Melvor Idle that adds some form of new content to the game.

    Any mod that adds at least 1 of the following will be eligible:


    • New Skill
    • Additional content for existing Skills
    • New Items
    • New Monsters
    • New Combat Areas, Slayer Areas or Dungeons
    • New Gamemodes
    • New Pets
    • Some form of new Minigame to participate in
    • Any other piece of content that a player can complete


    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:

    • 1st place - Cash prize of $1,000 USD
    • 2nd place - Cash prize of $750 USD
    • 3rd place - Cash prize of $500 USD
    • 4th place - Cash prize of $450 USD
    • 5th place - Cash prize of $300 USD

    The remaining 5 will receive:

    • A choice of a Chio plush or Cool Rock plush (subject to stock availability, in order of placement)

    The top 10 mod entries will all also receive:

    • A voucher for all future Melvor Idle DLCs


    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

    • Only one submission per player is allowed.
    • A player cannot submit a pre-existing mod for this contest.
    • No NSFW content. This is at the sole discretion of the Melvor Idle team.
    • No copyrighted content (Eg. art assets from other games). This is at the sole discretion of the Melvor Idle team.
    • If you do not follow the How to Enter steps correctly, your submission will not be accepted.
    • Mods submitted after the official Submissions End date and time will not be accepted.
    • You may continue updating your Mod during the Submission period.
    • Updates to your Mod are not permitted after the official submissions end date. Any Mods that are updated after the official submissions end date will not be eligible.

    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

    • The top 10 winners will be chosen via the community using the likes feature on mod.io (Dislikes will have no effect on the end result). This feature is also available via the official Mod Manager within Melvor Idle.
    • Voting officially begins on the above-listed Community Voting Begins date and time.
    • In order to make it fair for all those who enter, Mod.io will reset the votes at the start of the voting period. Only likes added from the above Community Voting Begins date and time will count. Any votes prior to this date will not count.


    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


    [ 2023-06-14 10:07:07 CET ] [ Original post ]

    Minor Update - v1.1.2 (?5890)

    Bug Fixes:


    • Fixed issue where some active Casual Tasks were hidden due to recent requirement changes to the game, causing them to take up Casual Task slots without the ability to complete or skip them.
    • Fixed issue where Township Worship modifiers were not being doubled while in the correct season (#3359)
    • Fixed issue where Township Worship modifiers were not updating correctly after repairing buildings (Issue #3358)
    • Fixed issue where it was not possible to delete Cloud Saves from the character selection screen (#3360)
    • Fixed issue where Town resource and GP per update would not visually change when increasing your Town's Health (Issue #3361)
    • Fixed visual issue where Firemaking Mastery XP tooltip was showing incorrect values (Issue #3350)


    [ 2023-04-18 06:05:03 CET ] [ Original post ]

    Minor Update - v1.1.2 (?5875)

    Changes:


    • Removed the "All" button from Legacy Tick spend menu.
    • Adjusted Casual Task requirements slightly, making tasks that require the delivery of high level Items to not show up until a higher Township Level.


    Bug Fixes:

    • Fixed issue where the Trader will still deduct resources from your Town if the trade fails due to lack of Bank space (Issue #3355)
    • Fixed Mastery Pool XP display not matching received XP for Mining (Visual bug only) (Issue #3352)
    • Fixed issue where Summoning Tablet synergies that reduce Non-Shard cost was actually increasing the cost instead (Issue #3349)
    • Fixed issue where Decreased Trader Cost modifier from Trading Posts was not applying to Trader costs (Issue #3344)
    • Removed the mention of the Township Tutorial when starting a new save (Issue #3343)
    • Fixed issue where the Max Skillcape did not include the bonus provided from the Township Skillcape (Issue #3342)
    • Fixed Slayer Harvest Scroll not providing correct amount of Slayer Coins (Issue #3340)


    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.


    [ 2023-04-17 07:14:12 CET ] [ Original post ]

    Minor Update - v1.1.2 (?5858)

    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:


    • Added 50 new Magic Emporium Buildings to construct within the Snowlands Biome
    • Halved the costs of Magic Emporium to construct
    • Reduced the Magic Emporium Rune Essence Rate per building to 130, down from 220.
    • When all Magic Emporiums have been constructed, it is a 15-20% increase in total Rune Essence production.

    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.


    [ 2023-04-14 04:40:26 CET ] [ Original post ]

    Minor Update & Fixes (v1.1.2 ?5852)

    Township Balancing


    • Town Halls will no longer degrade. If your Town Hall is below 100%, it will require repairing back to maximum. It will not degrade anymore.

    Fixes

    • Fixed Grasslands Biome percentage not reaching 100% due to a non-existent building (Issue #3312)
    • Fixed Grasslands Biome showing building is available to construct even though there are no buildings left to construct.
    • Moved the Skip Task button to the right of the element so it is harder to accidentally (Issue #3325)
    • Fixed Trader percentage button selection remaining green regardless of what percentage was selected (Issue #3322)
    • Fixed Summoning Tablet Creation element scrolling outside of the main element (Issue #3319)
    • Fixed Gem Finder Scroll not consuming while Mining (Issue #3304)
    • Fixed Notification V2 elements displaying underneath Combat Minibar (Issue #3326)

    Prior Hotfixes already implemented

    • Fixed an issue causing demo versions to not save correctly with the reworked Township
    • Tier 2 buildings no longer require 200 population to build. This is to ensure you can always build Herb/Potion buildings.
    • Health now has a 25% chance to degrade by 1% per Town Update, instead of a 100% chance.
    • Fixed frostspark sword translation.


    [ 2023-04-13 06:05:07 CET ] [ Original post ]

    Hotfix v1.1.2 (?5835)

    Township Hotfixes:


    • Tier 2 buildings no longer require 200 population to build. This is to ensure you can always build Herb/Potion buildings.
    • Health now has a 25% chance to degrade by 1% per Town Update, instead of a 100% chance.


    Other Fixes

    • Fixed frostspark sword translation.


    [ 2023-04-12 08:40:22 CET ] [ Original post ]

    Major Update - Township Rework - v1.1.2

    This is a breakdown of changes for Melvor Idle v1.1.2.

    PLEASE DISABLE ALL MODS, ESPECIALLY ONES THAT RELATE TO TOWNSHIP BEFORE LOADING THE UPDATE
    Township Rework
    For the full details, please see here (in case I missed anything here): https://store.steampowered.com/news/app/1267910/view/3692428039467200814

    When loading into the rework, your Town will automatically convert to the new system based on your current Township Skill Level.

    Your Town will convert BEFORE offline progress calculations begin.


    Passive Town Update System (Formerly known as Ticks)


    • Township now passively updates every 1 hour, up to a maximum of 24 hours while offline (like the standard offline time)
    • You no longer earn ticks to spend.
    • If you had ticks remaining prior to this update, they will be available to use as you please until they reach zero. Now referred to as Legacy Ticks.
    • Legacy Ticks have been converted to the new Town Update length of 1 hour. For every 12 ticks you had, you have been granted 1 Legacy Tick.
    • It is not possible to earn more Legacy Ticks.

    General Township

    • Population now defines the XP you gain per Town Update. Eg. 100K Population = 100K XP gained.
    • Happiness now increases your Population by (Happiness)%, and can go over 100%.
    • Education increases your resource production rates by (Education)%, and can go over 100%
    • The Max Skillcape now requires Township Level 99 to purchase and equip.

    Removed systems

    • These systems have been removed from Township
    • Map selection
    • Purchasing of Biome land. Everyone will get refunded the total GP spent purchasing land when loading into the update.
    • Citizen age
    • Citizen death
    • Workers and Jobs
    • Citizens menu
    • Trader GP limit
    • Food, coal and clothing usage per tick.

    Health

    • Health directly affects Population.
    • Your population (after Happiness bonus) is then multiplied by (Health)%.
    • Health starts at 100%, and goes down by 1% each Town Update. This cannot go below 20%.
    • Spend Potions or Herbs to increase this back to 100%.

    Buildings

    • The Building system has been revamped. You now construct buildings up to a certain quantity until it upgrades.
    • Buildings now have efficiency that degrades over time and requires repairs (one button click). A building has a 25% chance to degrade by 1% per Town Update. The efficiency cannot be reduced below 20%.
    • Buildings contained within Biomes are now predefined and are the same for everyone.
    • All building costs and resource generation numbers have completely changed to accommodate for the rework.

    New Feature - Seasons

    • There are now 4 standard Seasons in the game which last for 3 days each - Spring, Summer, Fall, Winter.
    • Each Season comes with their own unique Modifiers to the Town.
    • Some Worships provide access to rare and unique Seasons.

    New Feature - Casual Tasks

    • You can now obtain a Casual Task to complete every 5 hours.
    • A maximum of 5 Casual Tasks can be stored to complete whenever you like.
    • These tasks provide XP, GP and Township Resources for completing.
    • They can be skipped for 10M GP.

    New Task Category - Throne of the Herald

    • Only available for those who own the Throne of the Herald DLC
    • 20 new tasks are available to complete relating to the DLC.

    New Worship - The Herald

    • The Herald is now available as a Worship selection when you defeat them in Combat (Throne of the Herald DLC)

    General Worship Changes

    • All Worships have been changed. Details are listed in the Township Rework breakdown linked at the start.
    • You are able to change a Worship, but it will cost 50M GP, destroys your Worship buildings and reduces all building efficiency to 50%.

    Reworked Trader

    • Trader is now available 24/7 as long as you have at least 1 Trading Post constructed.
    • The Trader no longer allows you to trade resources into Township.
    • The Trader no longer has raw resources available for trading out.

    Trader Consumables and Items

    • 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. These are listed in the Township post linked at the start.

    Consumable Upgrades

    • The Trader sells a Consumable Enhancer which allows you to update some consumables in the game.


    [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

    • Notifications have a fresh, new look.
    • Severely reduces the spam and performance hit of notifications.
    • You can change the position of where notifications appear.
    • Some notifications can be marked as Important, which means they remain on screen until you click to dismiss them.

    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

    • Mastery Spend XP header is now sticky when scrolling.
    • Mastery Spend screen now displays the name of the mastery item so you dont need to rely on tooltips.
    • Reworked cloud saving functionality to be more performant.

    General Balance Changes (Base Game)

    • Agility Pillar of Combat - Flat HP Regen reduced to 10, down from 50.
    • Ultima Godsword - Lowered Strength Bonus to 365, down from 408.

    General Balance Changes (Throne of the Herald)

    • Increased Thorned Power special attack chance to 40%, up from 30%.
    • Increased Spectral Ice Blades special attack to deal 150% normal damage, up from 125%
    • Increased Large Lightning Strike special attack to deal 1,500 damage, up from 1,300.
    • Critical Strike Potions - Increased all tiers of potions critical strike chances by 10%.
    • Agility Elite Pillar of Conflict - % HP Regen reduced to 50%, down from 200%.
    • Polar Bear Freezing Roar special attack chance reduced to 20%, down from 30%.
    • Reduced The Heralds passive healing to 2% Max HP every 2 Turns, down from 4%.
    • Agile Wings Rapier Special Attack reduced to 100%, 175%, 250% normal damage, down from 150%, 225%, 300%.
    • Meteor Shot special attack damage reduced to 25%, down from 33%.

    Bug Fixes (Base Game)

    • Fixed the shop buy limit text appearing multiple times (Issue #3141)
    • Fixed an issue where skill actions could not be started (Issue #2779)
    • Fixed Ent + Crow synergy consuming tablets when not making Staves (Issue #2780)
    • Fixed Crow + Devil synergy consuming tablets when not making elemental runes
    • Fixed Combat Area Select menus, Impending Darkness Menu, and Skill Progress Menu showing during Golbin Raid (Issue #2818)
    • Fixed Golbin Raid replacing the most recent history instead of the oldest (Issue #2886)
    • Fixed Agility course breakdown wrapping issue (Issue #2855)
    • Fixed Spirit Bag description missing information about rune cost reduction
    • Fixed Spirit Bags being consumed for Non-Alchemy Alt. Magic Spells and those that do not use Spirit Runes (Issue #2909)
    • Fixed an issue where users were unable to build Agility Obstacles (Issue #2980)
    • Fixed Shop Buy Quantity having no limit, allowing the UI to become stuck at very large numbers (Issue #2994)
    • Fixed planting crops in Farming not updating the chance to grow of the plot (Issue #3005)
    • Fixed Axe, Pickaxe and Fishing Rod tooltips showing the incorrect bonuses (Issue #3034)
    • Fixed chest opening dialogue having a rapidly changing scroll bar
    • Fixed opening chests with a full bank showing an endless spinner (Issue #3050)
    • Fixed Alt. Magic experience not updating when (un)equipping items (Issue #3064)
    • Fixed "None" worship in Township not having enough checkpoints causing a game crash (Issue #3143)
    • Fixed Agility blueprints showing costs in red when you own the exact amount of them (Issue #3173)
    • Fixed Adventure mode saves attempting to load into farming despite it being locked (Issue #3102)
    • Fixed Farming sidebar glow showing in Adventure mode when it is locked (Issue #2740)
    • Fixed completing the tutorial in adventure mode leaving you on the page for a skill that became locked
    • Fixed time based Golbin Raid statistics being set to values of 50 years or more. Save files will have invalid statistics reset to 0. (Issue #2821)
    • Fixed Cloud Saves in slot #6 being unable to be deleted (Issue #3044)
    • Fixed incorrect math formula for modifiers that affect Summoning non-shard costs #3255
    • Fixed incorrect item stats on (P) Divine Boots #3210
    • Fixed bug that caused Ahrenia's Into the Mist special attack to provide double the amount of healing than intended #3187
    • Fixed missing image for dead Farming crops #3153
    • Meteorite Spellcaster Ring and Meteorite Staff item synergy bonus should now affect the damage output of the Meteor Shower Archaic Spell #3133
    • Fixed Crow-Octopus synergy not applying the base quantity increase prior to item doubling #3095
    • Fixed incorrect stats on Silver Sapphire Ring #3069
    • Removed secondary scroll bar in Summoning Tablet Creation menu #3068
    • Fixed missing details from some item images #3041
    • Fixed Arrow shaft recipe select appears under header on mobile #2991
    • Fixed icon for adventure mode not being centered #2887
    • Fix shop quantity dropdown menu closing when clicking either side of the quantity text box #3289
    • Fix cloudburst staff special description #3284
    • Fix incorrect scaling on images in the "View Item Stats" popup #3281
    • Fix incorrect Augite Platelegs (P) image #3291
    • Lady Darkheart Curse of Torment special chance fixed to be 25%, not 35%
    • Fixed Minibar showing when clicking magic in the sidebar
    • Fixed feather tornado description not showing that it hits twice
    • Mining gloves no longer consume charges when mining Essence or Gem nodes
    • All perfect items can now be downgraded to regular food from the bank

    Bug Fixes (Throne of the Herald)

    • Fixed seeds of a different category showing up in farming plots after disconnecting from the expansion (Issue #2809)
    • Fixed broken item description for Frostspark 1H Sword (Issue #3072)
    • Fixed the Ward of Flame Platebody having no equip requirements (Issue #3006)
    • Fixed Iridium Oricha Ring not increasing ranged strength bonus (Issue #3110)
    • Fixed Agility blueprints building the Elite Pillar in the Normal Pillar slot (Issue #3081)
    • Fixed Cyclops + Spider Synergy (Slayer coins per poison damage) not working #3123


    [ 2023-04-12 06:33:57 CET ] [ Original post ]

    Township Rework Details

    Hello everyone!

    The Township Rework is almost upon us, so I thought now would be a good time to announce details about the changes, and what you can expect from the updated Skill.

    This breakdown has been created to provide as much information as possible around the rework. I'll do my best to breakdown all of the changes so you can get a detailed understanding of what to expect. If I did miss anything, I will include them in the official changelog when the update releases.

    The rework is due to release in the next few weeks. This post is for information purposes, and it not an official game update post.

    [h2]The Issues[/h2]
    Township was one of the most ambitious Skills we had ever created which required 2 separate parts to fully complete. Part 1 was released alongside the Throne of the Herald expansion with Part 2 scheduled for release some time in the future.

    Based on the vast community feedback, we came to the conclusion that the Skill in its current state did not suit the core premise of what Melvor Idle is meant to be. It took away from the core experience that we hoped to achieve with the game itself.

    Instead of attempting to band-aid fix a lot of the issues that arose, we decided to rework the core mechanics of the Skill instead in hopes to bring it more in line with the game.

    We greatly appreciate all the feedback we received since release on this, and I thank your for your patience while we worked behind the scenes to get to this point! One of the many great things about building a community-driven game is the feedback we receive on content like this, and it helps us shape the game for the better.

    Whats Changed?
    [h2]Removal of the risk of failure[/h2]
    The risk of failure was one of the most highlighted points made when discussing the issues around the Skill. The simple fact that a small decision by the player could lead to an entire Town dying, failing and requiring a restart was frustrating. It was extremely demotivating as a mechanic, and after one or two failures it became old very fast.

    With the rework, we have removed the risk of failure entirely. It is no longer possible to fail in any way while training the Skill. The core premise of the Skill now is to grow your Town, and only focus on growth. Decisions you make will not impact your Town in a negative way like it did before.

    [h2]Transitioning to a Passive Tick System[/h2]
    The removal of the risk of failure means that we will be transitioning to a completely passive Town Update system for Township. We have removed the manual tick function of the Skill, and it will now instead progress automatically alongside the game.

    A Town Update functions the same way a tick does, enabling your Town to progress in the background without any worry.

    Your Town will now update every hour. This period of time will allow you to spend the new resources gained, and provide necessary maintenance to your Town where required (more on this below).

    The new Township is balanced in a way where you can check in once or twice a day without worry.

    [h3]What happens to my stored ticks?[/h3]
    If you still have ticks to spend when the update hits - dont worry! They will still be available to spend within the rework.

    Your ticks will automatically convert to a Legacy Tick system where you can spend your ticks as you please until it reaches 0. Once your ticks reach 0, this system will disappear and progress will rely on the new passive Town Update system. It will not be possible to earn ticks to spend in the update.

    The amount of ticks you have to spend will also be adjusted based on the new tick length (1 hour). For every 12 ticks you currently have, you will be granted 1 legacy tick to spend. Its important to remember that Township is balanced based on time, not ticks. Spending 1 legacy tick is the equivalent of spending 12 normal ticks in one go.

    [h2]Population, Happiness, Education and Health[/h2]
    These mechanics have been slightly reworked to fit in with the updated Skill.

    Population (Earning Skill XP)


    • The XP you earn per Town Update is now equal to your Population.
    • At Level 99, this can reach around 120,000.
    • At Level 120, this can reach around 410,000.

    Happiness

    • This now increases your population by (Happiness)%
    • Happiness can go over 100%.

    Education

    • This increases your resource production rates by (Education)%.
    • Education can go over 100%

    Health

    • Your population (after Happiness bonus) is then multiplied by (Health)%.
    • Health starts at 100%, and goes down by 1% each Town Update.
    • Spend Potions or Herbs to increase this back to 100%.

    [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:

    • Map selection
    • Biome land, and the purchasing of this land. Everyone will get refunded the total GP spent purchasing land when loading into the update.
    • Citizen age
    • Citizen death
    • Workers and Jobs
    • Citizens menu
    • Trader GP limit
    • Food, coal and clothing usage per tick.
    • Product resources no longer require raw materials to produce. For example, plank generation will not use wood anymore. These costs have been applied to the buildings themselves. Its not possible to go into negative resource generation.

    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

    • +50% Township Education
    • +50% Township Happiness
    • +25% Township Food Production
    • +25% Township Herb Production
    • +25% Township Potion Production
    • +25% Township Leather Production

    Summer

    • +25% Township Education
    • +25% Township GP Production
    • -25% Township Ore Production
    • -25% Township Stone Production
    • -25% Township Coal Production
    • -25% Township Bar Production

    Fall

    • +25% Township Wood Production
    • +25% Township Plank Production
    • +25% Township Clothing Production

    Winter

    • +50% Township Coal Production
    • +25% Township Stone Production
    • +25% Township Ore Production
    • -50% Township Happiness
    • -50% Township Education
    • -50% Township GP Production
    • -25% Township Food Production
    • -25% Township Herb Production
    • -25% Township Potion Production
    • -25% Township Wood Production
    • -25% Township Plank Production


    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:

    • There is a 20% chance of a Solar Eclipse Season occurring in Township
    • -31% Township Building Production in Mountains Biome
    • -31% Township Building Production in Arid Plains Biome
    • -31% Township Building Production in Snowlands Biome

    At 5%:

    • +42% Township Building Production in Swamp Biome

    At 25%:

    • +42% Township Building Production in Jungle Biome

    At 50%:

    • +42% Township Building Production in Desert Biome
    • +42% Township Building Production in Water Biome

    At 85%:

    • +42% Township Building Production in Forest Biome
    • +42% Township Building Production in Valley Biome

    At 95%:

    • +42% Township Building Production in Grasslands Biome
    • -25% Township repair costs

    [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 no longer sells raw materials. Instead, they now sell unique consumables and crates filled with resources.
    • It is no longer possible to trade materials into your Town. Due to the reworked progression, this feature is no longer required.
    • Trading for items now have Skill level requirements attached to them. We have removed the arbitrary 10,000 item limit required for trading.


    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]

    • Fishing Scroll of XP: +3% Fishing Skill XP
    • Mining Scroll of XP: +3% Mining Skill XP
    • Woodcutting Scroll of XP: +3% Woodcutting Skill XP
    • Herblore Scroll of XP: +3% Herblore Skill XP
    • Runecrafting Scroll of XP: +3% Runecrafting Skill XP
    • Crafting Scroll of XP: +3% Crafting Skill XP
    • Monster Hunter Scroll: -0.2s Monster Respawn Timer
    • Additional Cooker Scroll: +5% chance to gain +1 additional resource in Cooking. Cannot be doubled.
    • Slayer Harvest Scroll: +0.5% of Lifestreal healing gained as Slayer Coins.
    • Dragonbreath Deterer: -10% damage taken from dragonbreath
    • Fervor Scroll: While above 75% hitpoints, Target Damage Reduction is decreased by a flat 2%.
    • Quick Burner: -1% Firemaking Interval
    • Flaming Axe Scroll: +5% Woodcutting XP added as Firemaking XP
    • Ranged Hinder Scroll: -10% Enemy Ranged Evasion Rating
    • Gem Finder Scroll: +5% chance to get a second random Gem when receiving a Gem from Mining.
    • Melee Hinder Scroll: -10% Enemy Melee Evasion Rating
    • Bad Cooker Scroll: -10% Cooking success chance cap and +10 Coal Ore gained when failing to Cook Food.
    • Golden Star: +0.2% chance to locate Golden Stardust in Astrology
    • Scroll of Essence: +1 base quantity received from Essence nodes in Mining.
    • Looter Pouch: +2% Chance to Double Loot in Combat
    • Staff Maker Scroll: +5% chance to preserve resources in Runecrafting when making Staves.
    • Magic Hinder Scroll: -10% Enemy Magic Evasion Rating
    • Slayer Blinding Scroll: -10% Slayer Task Monster Accuracy Rating.
    • Leather Crafter Scroll: +5% chance to double items in Crafting when making Leather or Dragonhide armour.
    • Gem Preserver Scroll: +10% chance to preserve resources in Crafting when making Jewelry.
    • Herblore Preservation Scroll: +5% resource preservation cap in Herblore
    • Burning Scroll of Gold: +5% Gp from Firemaking and -5% Firemaking Skill XP.
    • Burning Scroll of Stardust: +5% chance to receive Stardust when burning Magic Logs in Firemaking and -5% Firemaking Skill XP.
    • Burning Scroll of Ash: +2% chance to receive Ash per burn in Firemaking and -5% Firemaking Skill XP.
    • Slayer Deterer: +1% Damage Reduction when fighting a Slayer Task monster
    • Mastery Magnet: +1 Mastery Tokens gained when receiving another Master token.

    [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:

    • Thiefs Moneysack II: +30% minimum GP from Thieving
    • Wizards Scroll_II: +15% Rune Preservation
    • Seed Pouch II: +6% Farming Yield and -1 seed cost to plant Allotments in Farming.
    • Alchemists Bag II: +15% Chance To Preserve Potion Charge and +8 Charges per Potion
    • Burning Scroll of Gold II: +10% Gp from Firemaking and -5% Firemaking Skill XP.
    • Burning Scroll of Stardust II: +10% chance to receive Stardust when burning Magic Logs in Firemaking and -5% Firemaking Skill XP.
    • Burning Scroll ofAsh II: +2% chance to receive Ash per burn in Firemaking and -5% Firemaking Skill XP.
    • Quick Burner II: -4% Firemaking Interval
    • Golden Star II: +0.4% chance to locate Golden Stardust in Astrology

    Throne of the Herald:

    • Explorers Map II: +$25% Flat Slayer Area Effect Negation, +5% Slayer Skill XP and +8% Slayer Coins
    • Portable Rations II: +20% Auto Eat Efficiency and -8% Lifesteal
    • Blood Vial II: +8% Lifesteal and +8% Auto Eat Efficiency
    • Kindling Pouch II: +250% GP from Firemaking and -8% Firemaking Skill Interval
    • Artisan Pouch II: +15% chance to double items in Crafting and -0.3s Crafting Skill Interval


    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:

    • Tier 1: Population: 0, Level: 1
    • Tier 2: Population: 200 & Level: 15
    • Tier 3: Population: 2,500 & Level: 35
    • Tier 4: Population: 15,000 & Level: 60
    • Tier 5: Population: 40,000 & Level: 80
    • Tier 6: Population: 80,000 & Level: 100
    • Tier 7: Population: 175,000 & Level: 110

    [h2]Worship Changes[/h2]
    We have adjusted the existing Worships to suit the new progression system.

    [h3]Aeris[/h3]
    Always active:

    • -50% Township Building Production in Desert Biome
    • -75% Township Building Production in Water Biome
    • All positive Worship modifiers are increased by 2x during Spring

    At 5%:

    • +25% Township Building Production in Mountains Biome

    At 25%:

    • +25% Township Building Production in Valley Biome

    At 50%:

    • +25% Township Building Production in Mountains Biome
    • +25% Township Building Production in Valley Biome

    At 85%:

    • +25% Township Building Production in Mountains Biome
    • +25% Township Building Production in Valley Biome

    At 95%:

    • +25% Township Building Production in Mountains Biome
    • +25% Township Building Production in Valley Biome
    • -25% Township Building Cost (Capped at -80%)

    [h3]Glacia[/h3]
    Always active:

    • -75% Township Building Production in Mountains Biome
    • -50% Township Building Production in Desert Biome
    • All positive Worship modifiers are increased by 2x during Winter

    At 5%:

    • +25% Township Building Production in Water Biome

    At 25%:

    • +25% Township Building Production in Swamp Biome

    At 50%:

    • -15% Township Building Cost (Capped at -80%)

    At 85%:

    • +25% Township Building Production in Water Biome

    At 95%:

    • +50% Township Building Production in Water Biome
    • +50% Township Building Production in Swamp Biome

    [h3]Terran[/h3]
    Always active:

    • -50% Township Building Production in Water Biome
    • -75% Township Building Production in Desert Biome
    • All positive Worship modifiers are increased by 2x during Fall

    At 5%:

    • +25% Township Building Production in Forest Biome

    At 25%:

    • +25% Township Building Production in Jungle Biome

    At 50%:

    • +25% Township Building Production in Forest Biome

    At 85%:

    • +25% Township Building Production in Jungle Biome

    At 95%:

    • +50% Township Building Production in Jungle Biome
    • +25% Township Building Production in Forest Biome
    • -15% Township Building Cost (Capped at -80%)

    [h3]Ragnar[/h3]
    Always active:

    • -75% Township Building Production in Water Biome
    • -50% Township Building Production in Mountains Biome
    • All positive Worship modifiers are increased by 2x during Summer

    At 5%:

    • +25% Township Building Production in Arid Plains Biome

    At 25%:

    • +25% Township Building Production in Desert Biome

    At 50%:

    • +25% Township Building Production in Desert Biome
    • +25% Township Building Production in Arid Plains Biome

    At 85%:

    • -15% Township Building Cost (Capped at -80%)

    At 95%:

    • +50% Township Building Production in Desert Biome
    • +25% Township Building Production in Arid Plains Biome

    [h3]Bane[/h3]
    Always active:

    • There is a 20% chance of a Nightfall Season occurring in Township
    • -15% Township Building Cost (Capped at -80%)

    At 5%:

    • +25% Township Building Production in Grasslands Biome

    At 25%:

    • +25% Township Building Production in Swamp Biome

    At 50%:

    • +25% Township Building Production in Snowlands Biome

    At 85%:

    • +25% Township Building Production in Grasslands Biome
    • +25% Township Building Production in Swamp Biome
    • +25% Township Building Production in Snowlands Biome

    At 95%:

    • +25% Township Building Production in Grasslands Biome
    • +25% Township Building Production in Swamp Biome
    • +25% Township Building Production in Snowlands Biome

    [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:

    • Level 99 - 870M GP
    • Level 120 - 1.1B GP

    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:

    • Level 99, 126,000 population, ~22M-28M GP per day
    • Level 120, 415,000 population, ~140M-150M GP per day

    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


    [ 2023-03-22 02:13:07 CET ] [ Original post ]

    Melvor Idle: Throne of the HeraldStream

    Check out this stream Melvor Idle stream from on Douyu.


    [ 2023-02-09 17:46:45 CET ] [ Original post ]

    Minor Update - Township Update #1 (v1.1.1)

    Hello everyone!

    Thank you for your patience with us while we waited for translations to be completed for this update. This is the first of what I assume to be many updates to Township.

    This update focuses on UI & Balance. We want to get Township to a point where we are okay with the power it provides, as well as what it looks like before we begin exploring concerns around other mechanics.

    If you had concerns around the general mechanics of Township, then this update won't resolve that unfortunately. We are already hard at work on Township Update #2 which focuses on the general mechanics. It might take a bit of time until release as we will be doing a lot of play testing to see how it all feels.

    Now, let's get into the patch notes.

    [h2]Preface[/h2]
    For those who use Mods, please be aware that some may break when an update like this is released. While we do our best to not have this happen, some times it cannot be avoided.

    If you are having issues loading into the update, try with Mods disabled.

    Township UI Overhaul
    We have updated the Township UI as a start of our process to provide you with more clarity and information when navigating the Skill.

    [h2]New UI Features:[/h2]


    • Biome selection for Town & Build menus are now vertically aligned on the left, and are populated with Biome icons.
    • Town menu has 3 Tabs - Biomes, Town Information & Show All. These menus provide extra information regarding your Town.
    • Build menu now has a Town resource selector to easily locate specific buildings you may be looking for. Selecting a resource will highlight what Biomes it can be located in, as well as the buildings themselves for easy navigation.
    • Hovering over a building in the Build menu will display an icon next to Biomes where that building can also be constructed.
    • Hovering over a Building in the Town menu will highlight Biomes where it is constructed, as well as display how many are contained inside.
    • Town information panel displays basic information about your Town.
    • Dead Storage now has its own UI element a the top will all other resources and information.
    • The tooltip within Population now displays how much Skill XP you gain per tick.


    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:

    • All of your existing Worship buildings will be destroyed.
    • 50% of your population will die.

    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.

    • There is now a maximum GP Value Limit that can be traded during any visit. This limit is defined by the amount of Trading Posts you have constructed in your Town.
    • Each Trading Post will increase this limit by 500K per building, up to a maximum of 100M per visit.
    • Every time the Trader arrives in your Town, it will increase the GP Limit. There is no maximum threshold for the limit.

    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:

    • The Base Tax rate when starting a Town is now 0%
    • The Town Hall has been reworked:
    • Each Town Hall now provides +0.5% Tax Rate and -0.5% Happiness.
    • No longer provides Building Cost reduction.
    • Tax Rate is capped at 80%.

    [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 3rd and 4th upgrades of any building now has increased worker counts.
    • These buildings now have the same resource per worker generation amount as the 2nd upgrade.

    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]

    • Added x25 Build option.
    • Default Trader option is now "Take resources from Township".
    • Dead Storage now decays 1% every 1 hour of Ticks (Used to be 20% every 24 hours).
    • Citizens who die at the age of 100 will decay instantly.
    • Citizens who are over the age of 70 provide 2x more GP than under 70's.
    • Worship now has a 5% Checkpoint. We have moved some of the positive modifiers that are unlocked at the very beginning to this checkpoint.
    • Ragnar Worship - Removed +25% Tax Rate bonus from the "Always Active". The one at the 100% checkpoint still exists.
    • The Trader now trades raw Dragonhide instead of the final product for Clothing.
    • Increased the Town Hall build costs by 4x
    • Increased the Trading Post build cost to 7,500 Stone, 5,000 Bars, 5,000 Planks.
    • Buffed Libraries to provide +1% Education per building, up from 0.25%.
    • Capped "Decreased Township Food Usage" modifier to -80%.
    • Town & Build Biome selections are no longer independent. Selecting a Biome in one menu will update the other one as well.

    [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]

    • Sailor's Top "Decreased Fishing Special Chance" is now -8%, changed from -3%.

    [h2]General Game Changes (Throne of the Herald)[/h2]

    • Increased chance to locate Stardust from Variel constellation has been buffed to +0.25% per upgrade, up from 0.05%.
    • Increased chance to locate Golden Stardust from Variel constellation has been buffed to +0.5% per upgrade, up from 0.05%.
    • Increased Bank Space from Rosaniya constellation has been buffed to +10 per upgrade, up from 1.
    • Superior Cape of Completion now sells for 100M, down from 250M.
    • Superior Skillcapes now sells for 10M, down from 250M
    • Allure Amulet now has a 5% chance to apply Sleep, down from 10%.
    • Minotaur + Siren Synergy now has a 5% chance to apply Sleep, down from 15%.
    • Centaur + Siren Synergy now has a 5% chance to apply Sleep, down from 10%.

    [h2]Bug Fixes (Base Game)[/h2]

    • Build X in Township now builds the maximum available buildings if your quantity is higher than the available space.
    • Fixed Maps in Township that did not have a total of 2,048 slots to build on (Maps 2, 4 & 8)
    • Fixed incorrect Citizens chance to die calculation that made Citizens immune until 100 years of age.
    • Fixed Township Starter Guide displaying multiple steps due to general Task completion.
    • Fixed Bane Worship negative happiness modifier providing an increase when it reaches -100%.
    • Fixed Potions generating a positive amount in Township due to a double negative.
    • Task menu in Township now remembers your last selection, instead of always
    • Increased Resource Production modifier not longer affects GP gained from Township.
    • Fixed Ring of Spirit Power not consuming Spirit Runes when the special attack activates.
    • Ace can now be Pet again.
    • The Mining Gloves now only works on Ore nodes as per its description.
    • Mastery Tokens now correctly drop from Farming.
    • Fixed various translations.

    [h2]Bug Fixes (Throne of the Herald)[/h2]

    • Throne of the Herald: Trap Potions now have the correct modifiers and charges, instead of all 4 tiers having the Tier 4 modifiers. These are:
    • T1: +20% GP from Agility, +2% Agility Skill XP & Mastery XP - 5 charges
    • T2: +30% GP from Agility, +3% Agility Skill XP & Mastery XP - 10 charges
    • T3: +40% GP from Agility, +4% Agility Skill XP & Mastery XP - 15 charges
    • T4: +50% GP from Agility, +5% Agility Skill XP & Mastery XP - 20 charges
    • Fox + Dragon synergy now correctly applies its bonus to the total damage dealt by the burn, instead of applying it for each proc.
    • Fixed incorrect cost for final Allotment Farming Plot.
    • Fixed Elderwood Poison Special Attack not increasing the Enemy's Attack Interval.
    • Lava Lake and Forsaken Tundra now correctly have the requirement of beating Ancient Sanctuary dungeon to access.
    • Goliath Werewolf now correctly applies Rage to itself, rather than the Player.
    • Lightning Robes now correctly affect Slicing Maelstrom Archaic Spell.
    • Siren Tablet can now use Raw Magma Fish as a recipe.
    • Feather Storm special attack on Arctair is now correctly 30%, instead of 100%.
    • Portable Rations now consume a charge in Thieving.

    [h2]Mod Manager[/h2]

    • Added lifecycle hook "onInterfaceAvailable" which is executed after the in-game HTML is loaded from the server but before it's initialized for interactivity
    • Added ability to patch class getters + setters
    • Added ability to specify which sidebar category a skill is displayed under (previously hardcoded to Combat/Non-Combat)


    [ 2022-11-17 05:22:54 CET ] [ Original post ]

    Minor Update - v1.1 (?4673)

    This is a Minor Update to the game which details recent hotfixes, minor changes as well as another Stardust Refund.

    [h2]Upcoming Township Updates[/h2]
    Were working hard behind the scenes on some big Township changes. I hope to have more information for you soon. Its very close to being ready for release.

    [h2]Another Stardust Refund[/h2]
    When loading into this update, those who started their characters prior to Midnight 18 October 2022 (GMT) will receive another airdrop of Stardust.

    We have decided to base this refund on your total Mastery Level. Heres what you will receive:


    • Stardust equal to 50 * Total Mastery level (Base game constellations only)
    • Golden Stardust equal to 30 * Total Mastery level (Base game constellations only)

    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]

    • Township - Citizens will now continue to move into Town, regardless of how much Food you have. Prior to this, citizens used to not move into Town if you had 0 Food.
    • Township - Buffed Bane Worship 100% modifier to -50% Food Usage (Up from -25%)
    • Buffed Hunters Journal to +0.01% chance to receive Thieving Area Unique Item (Up from 0.0025%)
    • Buffed Astro Pet bonus to 1% (Up from 0.1%)
    • Throne of the Herald: Replaced the -5% Agility Interval from T12 Forest Jog with -5% Agility Build Costs


    [h2]Fixes[/h2]
    Note: This list details hotfixes applied to the game prior to this update. These fixes were already active.

    • Updated and fixed many translations.
    • Prevented save files that contain Full Version or Throne of the Herald content from being loaded if the respective expansions are not installed. This should prevent accidental save data loss when loading these saves without the expansions installed. If you still wish to load these saves at risk of data loss, you may select the Force Load option in the save settings.
    • Fixed Cloud tokens expiring every 24 hours. They should now automatically refresh.
    • Fixed some Township buildings not showing negative Happiness values.
    • Fixed Change password form.
    • Fixed incorrect ordering of Township Buildings when assigning workers for resource generating calculations. This resulted in incorrect resource calculations.
    • Fixed Cape of Completion having the incorrect description
    • Fixed the refresh cloud save button not functioning
    • Fixed the Agility blueprint name input textbox having white on white text in light mode
    • Fixed the Ancient Ring of Skills not granting bonus Township experience
    • Fixed the display of bank slot cost in Hardcore Mode increasing past the purchase cap
    • Fixed items used up in the Consumable Slot not being shown in the offline modal
    • Fixed pet Ace having a duplicate Combat Doubling Chance on top of the global chance
    • Added the appropriate level 99 skill requirements to normal Skillcapes
    • Added Discord Rich Presence message for Golbin raid and Modded Actions
    • Fixed skipping the township tutorial after completing some tasks temporarily doubling task completions
    • Fixed pet Ace artwork showing up as a question mark in the shop
    • Fixed pet Ty having the hint of Woodcutting instead of Mastery
    • Fixed standard Spell runes being consumed twice on the hits after the first one for multi-hit special attacks. (e.g. Cloud Burst staffs Magic Ray). This also fixes a game crash when running out of runes in this circumstance.
    • Fixed curse spell runes being used every attack instead of just when the curse is applied
    • Fixed Confetti crossbow not giving GP when doing damage
    • Throne of the Herald: Fixed the Explorers Map only being consumed on Melee attacks
    • Throne of the Herald: Fixed Area Control potions showing the incorrect description
    • Throne of the Herald: Fixed pet Harold having 0.2ms of monster respawn timer decrease instead of the intended 200ms
    • Throne of the Herald: Fixed pet Harold and Elite Pillar of Expertise having a duplicate Combat Doubling Chance on top of the global chance
    • Throne of the Herald: Locked Mining Rocks and Woodcutting Trees now highlight the shop and level requirements green if they have been met, but the other has not
    • Throne of the Herald: Added the appropriate level 120 skill requirements to superior skill capes
    • Throne of the Herald: Fixed Palladium pot providing +2% Cooking interval instead of -2%
    • Throne of the Herald: Fixed Devil + Eagle synergy consuming tablets on Thieving actions instead of Agility actions
    • Throne of the Herald: Fixed expansion monsters showing up in the Into the Mist dungeon
    • Throne of the Herald: Fixed Discord Rich presence showing level cap as 99


    [ 2022-11-02 04:10:57 CET ] [ Original post ]

    A Massive Thank You + What were working on

    Hey everyone!

    As the dust settles on the massive week of releases, I thought it would be a good idea to let you know what were currently working on.

    Firstly, Id just like to put out a massive THANK YOU to everyone for the incredible support on the Throne of the Herald expansion. It was a lot of work to put this expansion together, and it took a team of amazing people to make it happen. To see so many people enjoying it as much as they are is something that means a lot to us.

    The continued support of this community is what keeps us going. It allows us to continue working on Melvor Idle, and produce more and more content for you to enjoy.

    It means a lot to all of us that work on the game, so thank you so much! We are so excited to begin work on Expansion 2 and continue growing the game.

    What were working on
    With such a large release like this, we have been looking at all feedback provided on all areas of the game. This is something we always do with development,as we take all community feedback seriously to improve Melvor Idle.

    [h2]Township[/h2]
    There are some obvious flaws that we need to address, so I wanted to provide this update to tell you that we are indeed reading all feedback and starting to make plans to improve these flaws.

    I dont have exact details on what we will be doing to fix these flaws, as we need some time to continue reading the feedback and making adjustments accordingly.

    Some things we are currently working on though include (Note: This list will change as we continue going through feedback):


    • Major adjustments to the UI to make it look more like a game, rather than a 1998 Excel spreadsheet (rip).
    • Increased clarity around important mechanics, including UI improvements to direct players smoothly during the early stages of the game.
    • Adjustments to actual mechanics that are of most concern and frustrating for players.
    • An updated and very much improved Tutorial and onboarding process.
    • Adjustments to the Task system, while also providing a reason for it to be contained within Township.
    • Adding more personality to the Skill so it actually looks and feels like a real Town with real People.


    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


    [ 2022-10-22 05:29:32 CET ] [ Original post ]

    Melvor Idle: Throne of the Herald - Now available!

    Our massive Throne of the Herald expansion is now available on all platforms!

    This expansion has been in development for quite some time, so we do hope the wait was well worth it! We put a lot of effort into making Melvor Idle even larger, and packed in so much new content for you to explore.

    [h2]Purchase Throne of the Herald[/h2]
    You can purchase the expansion here: https://store.steampowered.com/app/2055140/Melvor_Idle_Throne_of_the_Herald/

    [h2]What is included with Throne of the Herald?[/h2]
    Theres so much new content that I will do my best to summarize it as best as I can. All of this content is packed in between Level 100 and 120:


    • All Skill Levels increase to Level 120
    • Every single Skill gets added content to accommodate for the new levels
    • Combat comes with 8 new Slayer Areas and 7 new Dungeons to tackle
    • 500+ new items to discover
    • 55 new Monsters to face, increasing in difficulty as you reach Level 120 in Combat
    • 15 new cute and adorable Pets to locate
    • New Combat Weapons and Armour which can only be located via CombatBrand new Archaic Magic Spellbook, equipped with 10 very powerful spells
    • New Curses and Auroras
    • 9 new Prayers
    • 8 new Summoning Familiars
    • 100+ new Summoning Synergies
    • 5 new Tiers of Agility Obstacles + an extra Elite Pillar at Level 120
    • 4 new Astrology Constellations
    • You can now locate Meteorites in Astrology, which can then be mined within Mining
    • 5 extra Thieving areas with 11 new NPCs to pickpocket
    • Extra Shop Upgrades to boost the power of various Skills even further
    • New Superior Skill Capes obtainable at Level 120, with a Superior Max Skill for when you reach Level 120 in every Skill
    • New Superior Cape of Completion for those who manage to get 100% in the Base Game and Throne of the Herald


    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


    [ 2022-10-20 18:00:53 CET ] [ Original post ]

    MAJOR UPDATE - v1.1 (Expansion Stage 1 Release)

    Introduction
    Welcome to the Stage 1 release of the long-awaited Expansion update!

    This update includes all of the free content mentioned in previous announcements which include Township, Official Cross-Platform Mod Support, and more!

    [h2]A Special Thanks[/h2]
    Before we get into the release notes, Id like to put out a massive thank you to those who made this expansion release possible. This was not a one-person achievement, and it was only made possible by a group of amazing people:


    • Prat (Game designer)
    • Coolrox (Developer)
    • Buttchouda (Developer - Official Mod Support)
    • Andrew & Lily (Freelance Artists)
    • Jagex (Localisation, Lore, Marketing material, and support)
    • All Patrons (Testing the expansion since July)

    [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:

    • Build a Town that will become a passive resource generating machine that will assist with all aspects of the game.
    • Manage resources that your town needs to grow (These are unique to Township and do not require Bank space).
    • 50+ unique buildings to help your Town expand.
    • Keep track of your Citizens and their Health, Happiness, Education and age.
    • Select a Map to build on with unique Biomes to manage.
    • Choose a God to Worship (or none) and receive unique Township bonuses.
    • This is a passive Skill, meaning you can progress without interrupting other Skills.
    • Ability to Trade with your Town by either giving bank materials to it, or collect items from your Town.
    • Integrated Task system with some fantastic rewards for all players at any stage of the game.
    • Brand new Shop items that can be purchased after certain conditions have been met. These unique items will assist with the general game.
    • Theres no time waste with this Skill - You can ignore it and continue to earn Offline time to catch up at any time. Complete this skill at your own pace!


    Important Mechanics

    • Buildings that generate resources require Workers (Your population). Each time you Tick, your population will move in to a Job and being that production.
    • Keep your Food production in the positives! As soon as you run out, the Town will begin to die at a high rate every Tick.
    • Pay attention to Biomes and how buildings are affected in them. Some Biomes require consistent resources to upkeep.
    • Don't be afraid to fail and kill your Town a few times. You can start again and give it another go.


    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:

    • Explore available Mods within the game with a handy browser tool.
    • Search, filter and find Mods that spark your interest.
    • Subscribe and install mods which synchronize on all Platforms using your Cloud account.
    • View more information about how to create Mods from the handy guides found within the 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:

    • Add game objects, such as skills, items, recipes, combat and slayer areas, custom gamemodes, and much more.
    • Hooking into the game life cycle for more control over when your mod performs actions.
    • Define player-configurable settings for your mod.
    • Storing and retrieving free-form data to and from a character or player account.
    • Hooking into or patching game functions.


    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 now have a predefined modifier. This is the same for everyone (Some Stars have 2 modifiers in 1 star).
    • All modifiers start at 0%, and are leveled up using Stardust or Golden Stardust. This is a set cost and there is a maximum limit of upgrades on all Stars.
    • The modifiers you level up are permanent and are always applied to your character.

    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]

    • Game data structure has completely changed to allow for easier Expansion and Mod development. This will break all pre-expansion Mods. It is important to disable them before loading the update.
    • The game now handles all loading tasks before showing you the character selection screen. This includes Cloud authentication, language and data loading, mod loading and auto updating.
    • Melvor Cloud authentication has changed. It should be faster to authenticate with the Cloud on load now. Your game should automatically convert your session to the new version on load (Can take up to a minute or so, this only occurs once).
    • The game now asks you to log in on load (With a fancy new login screen). This can be skipped if you wish to play without the Cloud.
    • Completion is now separated into Base Game and Expansion content (If you own the expansion). There is also a True completion progress.


    [h2]Firemaking Additions:[/h2]

    • Added a new item - Generous Fire Spirit. This is a random drop which can be opened to obtain 1 of 4 new Firemaking Amulets.
    • Added a new item - Ashes. Obtained by burning any Log and is used to create Urns (See general new items below).
    • You can now receive Stardust while burning Magic Logs.


    [h2]New Items (Not including above Firemaking items)[/h2]

    • Ultima Godsword - A brand new Godsword that can be created by upgrading all four base Godswords.
    • Added Small & Medium Urns which can be created in Crafting using Ashes from Firemaking. These can then be enchanted in Alt. Magic for Prayer Points.
    • Added Skilling Outfits for many non-combat Skills. These provide bonuses to Skill XP and Mastery XP. Requirements include Township Skill Level and Task completions.
    • Added many new Hats to the Shop in the Township section. These provide various bonuses for the general game.


    [h2]New Pets[/h2]

    • Added a Skilling Pet for Township.
    • Added many cute Cats that can be purchased in the Shop (Has Township requirements).


    [h2]Base Game Balancing[/h2]
    Skills:

    • Farming - Multiplied all Tree Skill XP by 5x.
    • Farming - Reduced harvest quantity multiplier for Allotments and Herbs from 3x -> 2x.
    • Farming - Increased harvest quantity multiplier for Trees from 7x -> 20x.
    • Runecrafting - Mastery now also reduces rune costs by 5% per 10 Mastery Levels to create gear/weapons in runecrafting. +15% Cost Reduction at 99 Mastery.
    • Summoning - Increased max Mark level to 6. You still only need level 4 in the base game for all the Synergies. This is just a change for the upcoming expansion where Level 6 Marks are required.
    • Summoning - Adjusted drop rates for Marks. It is now faster to get from Level 1 -> 4 Marks.

    Monsters

    • All boss phases in Into the Mist Dungeon now have 10,000 HP (This is so it can make use of the Big ol' Ron effect).

    Items:

    • Attack Skillcape: Buffed to +40 All Melee Bonuses.
    • Big ol Ron: Now has 100% Chance to double combat loot. Buffed it's melee strength bonus 9%
    • Burning Madness Gloves: buffed to now have +12 magic attack bonus and +10% Magic Damage bonus
    • Burning Madness Ring: Buffed to +20% chance to apply stuff and changed set to now give 20% global accuracy and global max hit while burning/slowed or frostburned.
    • Centaur Tablet - Reduced base effect to 3%.
    • Cloudburst Staff: Lowered Magic Ray special to 70% dmg per proc.
    • Confetti Crossbow: Lowered Price to 150k SC
    • Elementalist Gloves: Now have +15 Magic Attack bonus and 15% Magic Damage bonus
    • Firemaking Skillcape: Now Adds +1 to ashes and charcoal (New items) when burning any log
    • Generous Harvest Potion: All charges now set to 10. Buffed chance to double farming yield to 10%, 15%, 20%, 30%.

    • Godswords:
    • Aeris: Buffed flurry to 25% Proc
    • Glacia: Added 30% bonus stun damage to Ice Prison
    • Terran: Buffed special attack dmg (Crushing Blow) to 250% and gave +40 def bonus to all and 8DR
    • Ragnar: Infernum buffed to 20% proc

    • Glacia God Armour: Buff all to now have +25 minimum damage air/earth/fire/water spells.
    • Glacia God Boots: Now also has 6% Magic damage bonus
    • Gold Crested Shield: Buffed to 150%
    • Minotaur Tablet - Reduced base effect to 3%.
    • Necromancer Set: When all Parts are worn, now gain a bonus 5% summoning xp/mastery xp, +5 to base quant and -1s in summoning interval.
    • Performance Enhancing Pot: Buffed to -4 , -6, -8, -12% Agility Interval.
    • Poisoned Shortbow & Dagger: Special Attack (Poisoned Hit): Buffed to 125% dmg if enemy is poisoned
    • Poison Virulence: Buffed to 20% chance to apply poison and changed the set effect to now grant +20% Global Accuracy and Global Max hit while poisoned.
    • Relentless Fury: Lowered set effect to +5% chance to ignore stuns and freezes.
    • Ring of Barrage: Now gains -0.15s Attack Interval per stack
    • Runecrafting Skillcape: Removed preservation chance. Added 15% chance to double items in Runecrafting and +5 to Additional Runes of the same type in Runecrafting.
    • Sanguine Blade: Changed Rend Spec: Now deals a full 400% bleed if enemy is at full hitpoints, otherwise 250%, gains 20% more max hit, -20% attack interval and 20% Global Accuracy if the enemy is bleeding
    • Spiked Shell Ring: Buffed to 20% chance to apply bleed and increased 300% attack damage. Buffed set to now give +5% DR while bleeding (keeping global evasion the same)
    • Stormsnap: Buffed strength bonus from 111 to 130 and range attack bonus to 125.
    • Stormsnap Special Attack: Buffed to 20% and 1000% of your Magic Level + 1
    • Strength Skillcape: Buffed to +20 Melee Str
    • Tidal Edge: Special Attack (Tidal Wave): Now deals 350 + 50% of your max hit, twice, unavoidable
    • Tormented Ring: Buffed all numbers to 50
    • War Axe: Buffed Slash and Block to 53 Each
    • Warberd: Buffed Stab and Block to 67 Each
    • Witch Tablet - Reduced base effect to 3%.
    • Lowered all unhallowed wasteland gloves to now only have 10% chance to avoid (Poison Virulence/Burning Madness/Spiked Shell/Relentless Fury).


    Synergies:

    • Golbin Thief + Occultist: Buffed to 15%
    • Golbin Thief + Wolf: Buffed to 350 GP
    • Golbin Thief + Mino/Cen/Wit: Buffed all bonuses by 10x
    • Golbin Thief + Cyclops: Buffed to 400%
    • Golbin Thief + Yak: Buffed to 30x
    • Golbin Thief + Dragon: Buffed to 200%
    • Occultist + Mino/Cen: Buffed to 20%
    • Occultist + Cyclops: Buffed to -20%
    • Wolf + Mino/Cen/Wit: Doubled bonuses
    • Wolf + Cyclops: Buffed to 20%
    • Ent + Mole: Buffed to 5%
    • Ent + Octopus: Doubled the bonus
    • Ent + Pig: Buffed to +2 Cooked Food
    • Ent + leprechaun: Buffed to +2
    • Ent + Monkey: Buffed to 35%
    • Ent + Salamander: Buffed to 10% and +2
    • Mole + Lep: Buffed to 30%
    • Mole + Bear: Buffed to 25
    • Octopus + Salamander: Buffed to 15%
    • Mino + centaur: Buffed to 25
    • Centaur + Witch: Buffed to 25
    • Centaur + Dragon: Buffed to 10%
    • Witch + Cyclops: Buffed to 4%
    • Pig + Crow: Buffed to 15%
    • Pig + Salamander: Buffed to 0.3s
    • Crow + Monkey: Buffed to 20%


    Agility Obstacles:

    • T1: Cargo Net: Added 3% Global GP Gain and 2% Fishing Mastery Xp
    • T1: Rope Swing: Added 2% Agility Mastery Xp
    • T2: Rope Jump: Added 3% Smithing Mastery Xp
    • T3: Pipe Climb: Buffed to 5% for both bonuses
    • T3: Pipe Balance: Added 3% chance to not deal damage to mining node
    • T3: Pit Jump: Buffed Global Skill XP to 3%
    • T3 Burning Coals: Added -3% Cooking Interval
    • T4: Gap Jump: Added 3% Runecrafting Mastery Xp and a 500 Mind Rune Cost
    • T5: Tree Climb: Buffed both by 1%
    • T6: Lake Swim: Buffed to 5% damage to all monsters, added 3% chance to preserve prayer points
    • T6: Forest Trail: Buffed both summoning mods to 5%
    • T9: Water Jump: Buffed to 3% Global Mastery and 8% Max hits for all
    • T9: Ice Jump: Lowered Food healing value to 5%, removed 10% Slayer Coins and 5% Slayer Skill XP
    • T9: Frozen Lake Crossing: Added 10% Slayer Coins and 5% Slayer Skill XP
    • T10: Waterfall: Added -5% Astrology Interval, 5% Astrology Xp and 5% Astrology Mastery XP, added 3,000 Stardust Cost
    • T10: Lava Waterfall Dodge: Removed 10% Slayer Coins bonus
    • T10: Ocean Rafting: Added 10% Slayer Coins bonus


    [h2]Other[/h2]
    Rebalanced Combat Stances to standardize their bonuses:

    • Stab; +6 Hidden Atk
    • Slash; +6 Hidden Str
    • Block; +6 Hidden Def
    • Magic; +6 Hidden Magic
    • Magic Defensive; +3 Hidden Defense, +3 Hidden Magic
    • Accurate; +6 Hidden Range
    • Rapid; no change
    • Defensive Range; +3 Hidden Defense, +3 Hidden Range


    [h2]Other Game Changes[/h2]

    • Equipment Sets now save what Prayer and Spell was selected.
    • Lore now has its own Sidebar item. You can read the Story of Melvor here.
    • Tutorial Island will no longer take you through Skills only available in the Full Version if you are playing the Demo.
    • Compacted the Character selection screen
    • Updated the UI messaging around the Demo, Full Game and Expansion content.


    Bug Fixes

    • Fixed major performance issues with popup notifications.
    • Fixed issue where purchase verification would not synchronize to your Cloud account.
    • Fixed issue where Cloud Saves would not delete when the option was selected.
    • Fixed rendering issues with Summoning Marks
    • Fixed incorrect descriptions and translations in many areas.
    • Fixed issue where minimizing the non-combat Skill list makes it disappear entirely
    • Fixed issues where Mastery bonuses in Summoning did not apply correctly.
    • Fixed rendering issue with Agility where the progress bar would continue without actually training the skill.
    • Fixed incorrect Summoning. Mark being unlocked in rare situations.
    • Firemaking should now show the correct amount of XP and MXP awarded per action.
    • Fixed rare issue where offline Skill data was not clearing, causing the game to become unplayable.
    • Fixed issue where some Tutorial Island steps would get softlocked. It was still possible to progress past this point but it required prior game knowledge to do so.
    • Firemaking log mastery should now update dynamically.
    • Fixed some milestones that were incorrect.
    • Fixed incorrect stat descriptions on some items.
    • Fixed rendering issues with the Minibar when loading into the game.
    • Fixed many rendering issues throughout the game relating to UI elements.
    • Fixed missing sale price for Crafting Potions.


    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


    [ 2022-10-18 07:00:58 CET ] [ Original post ]

    How the Expansion release will work (Staged release)

    Hey everyone!

    As we gear up for the release of Throne of the Herald on 20 October 2022, Id like to inform you on how the release of this expansion will actually work.

    The release will be a lot different compared to prior updates, so please read this carefully so you know exactly what to expect.

    [h2]Staged Release[/h2]
    We will be doing what is called a staged release for the expansion. A staged release means we are releasing the update in two stages, rather than all at once.

    It also means that you will be able to play new content sooner than the 20th!

    [h2]Stages Guide[/h2]


    Stage 1 will be released first on Tuesday, 18 October 2022.

    This stage includes:


    • The Free Content portion of the expansion release
    • Township, Official Mod Support, Astrology Rework and other mentioned free additions
    • QoL updates, balancing, changes and bug fixes to the Base Game
    • Updated framework of the game in preparation for the Throne of the Herald Release


    Stage 2 is the official Throne of the Herald release on 20 October 2022

    This stage includes:

    • Throne of the Herald content added and unlocked for those who purchased
    • The ability to purchase Throne of the Herald DLC is unlocked (No pre-ordering is available)


    [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


    [ 2022-10-15 02:45:17 CET ] [ Original post ]

    Throne of the Herald: Official Trailer and Release Date

    [h2]Melvor Idle: Throne of the Herald will be released on 20th October 2022 on all platforms![/h2]

    Official Trailer
    [previewyoutube=XZ0GDOLcuFo;full][/previewyoutube]

    Wishlist Melvor Idle: Throne of the Herald

    https://store.steampowered.com/app/2055140/Melvor_Idle_Throne_of_the_Herald/


    [ 2022-10-06 16:01:27 CET ] [ Original post ]

    Expansion Details: Everything We Missed

    Expansion Details Announcement Timeline:


    • Part 1 of 5 - Level 120 Non-Combat
    • Part 2 of 5 - Lore & The Herald
    • Part 3 of 5 - Level 120 Combat
    • Part 4 of 5 - Township, Official Mod Support, Astrology Rework & More
    • Part 5 of 5 - Everything we missed YOU ARE HERE


    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:

  • Base Game completion
  • Throne of the Herald Completion
  • True Completion (Combined completion for the above two categories, and future Expansions)


    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


  • [ 2022-09-29 14:10:03 CET ] [ Original post ]

    Expansion Details - Township, Official Mod Support & Astrology Rework

    Expansion Details Announcement Timeline:


    • Part 1 of 5 - Level 120 Non-Combat
    • Part 2 of 5 - Lore & The Herald
    • Part 3 of 5 - Level 120 Combat
    • Part 4 of 5 - Township, Official Mod Support, Astrology Rework & More YOU ARE HERE
    • Part 5 of 5 - Everything we missed


    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:

    • There is no mastery.
    • It is 100% passive, meaning you can progress without interrupting other Skills you may be training.
    • You can ignore the Skill, and come back to it whenever you want without losing efficiency or XP. Youre in complete control.
    • Unique method of progression. (Touched on further below.)


    [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:

    • Browse and search through all available mods.
    • Download and install mods and automatically keep them up-to-date.
    • Adjust mod load orders to manage dependencies and conflicts.
    • Enable and disable mods on the fly.
    • Leave ratings on your favorite (or least favorite) mods.


    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:

    • Adding game objects, such as skills, items, recipes, combat and slayer areas, and much more.
    • Hooking into the game life cycle for more control over when your mod performs actions.
    • Define player-configurable settings for your mod.
    • Storing and retrieving free-form data to and from a character or player account.
    • Hooking into or patching game functions.


    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 now have a predefined modifier. This is the same for everyone (Some Stars have 2 modifiers in 1 star).
    • All modifiers start at 0%, and are leveled up using Stardust or Golden Stardust. This is a set cost and there is a maximum limit of upgrades on all Stars.
    • The modifiers you level up are permanent and are always applied to your character.


    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


    [ 2022-08-26 17:01:40 CET ] [ Original post ]

    Expansion Details - 120 Combat

    Expansion Details Announcement Timeline:


    • Part 1 of 5 - Level 120 Non-Combat
    • Part 2 of 5 - Lore & The Herald
    • Part 3 of 5 - Level 120 Combat YOU ARE HERE
    • Part 4 of 5 - Township, Official Mod Support, Astrology Rework & More
    • Part 5 of 5 - Everything we missed


    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


    [ 2022-08-17 17:14:26 CET ] [ Original post ]

    Expansion Details - Lore & The Herald

    Expansion Details Announcement Timeline:


    • Part 1 of 5 - Level 120 Non-Combat
    • Part 2 of 5 - Lore & The Herald YOU ARE HERE
    • Part 3 of 5 - Level 120 Combat
    • Part 4 of 5 - Township, Official Mod Support, Astrology Rework & More
    • Part 5 of 5 - Everything we missed


    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


    [ 2022-07-27 17:01:17 CET ] [ Original post ]

    Expansion Details: 120 Non-Combat

    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.


    [h3]Expansion Details Announcement Timeline:[/h3]


    • Part 1 of 5 - Level 120 Non-Combat YOU ARE HERE
    • Part 2 of 5 - Lore & The Herald
    • Part 3 of 5 - Level 120 Combat
    • Part 4 of 5 - Township, Official Mod Support, Astrology Rework & More
    • Part 5 of 5 - Everything we missed


    [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:

    • 6 new types of Ore.
    • 1 new type of Rune Essence (Its called Pure Essence, I wonder where that name came from?).
    • 5 brand new higher level Gems to locate.
    • 3 new Gem Veins.


    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.


    [ 2022-07-11 17:48:43 CET ] [ Original post ]

    [UPDATE] New Temporary Custom Gamemode!

    Update v1.0.5
    [h2]Introduction[/h2]
    Hello everyone!

    With 100% of development is focused on the upcoming Expansion 1, I come bringing a small surprise update for everyone to enjoy while you wait.

    As a thank you for the support so far on the Cool Rock Plushie sales I have decided to release a new temporary custom gamemode for you all to enjoy.

    Were currently at 80% of our funding goal for the Cool Rock Plushies with only under one week to go to reach our sales target! If you would like to help us reach that 100% target, you can do so here: https://shop.makeship.com/3KRnjqa

    Nonetheless, even if we dont reach that target, I believe everyone deserves something as a thank you from us to show our appreciation to the community that continues to support us through and through.

    [h2]New Temporary Custom Gamemode[/h2]
    Say hello to Internal Suffering Speedrun Mode!

    Available until: August 31 @ 23: 59:59 GMT

    We took the concept of the previous Hardcore Adventure Speedrun Mode and turned it up to 11. The idea here is to bring a fresh take on how the game is played, and really make you think about your next actions moving forward.

    This gamemode will test your strategic decision making, forcing you to slowly disable Skills the further you progress. You will need to make the call as to what Skills you can do without, and what will help you defeat the final boss.

    And yes, this is super fast again.

    So, what exactly does this gamemode entail? Read carefully as there are quite a few important mechanics to keep in mind.


    • As usual, the goal is to defeat the final boss as fast as you can.
    • This is a safe gamemode. No character loss on death.
    • Uses the Hardcore Combat Triangle.
    • However, the Combat Triangle has been reversed! This means Melee now beats Magic, Ranged beats Melee, and Magic beats Ranged. Check the numbers inside the small triangle tooltip next to your Max Hit and Damage Reduction numbers to see the exact numbers.
    • All Skills except Firemaking and Farming are available to you at the start.
    • Your Skill Level is capped at Level 10. This cap can be increased at any time by permanently disabling any Non-Combat Skill. This can be done from the new menu item in the Sidebar.
    • For each Skill you disable, not including Firemaking or Farming, the Skill Level cap will increase by 10. This means you need to disable 10 Non-Combat Skills to be able to reach Level 99.
    • You can continue training Skills when you reach the level cap, you will just earn no further Skill XP.
    • Accessing the final boss requires Level 99 in all Combat Skills to access.

    On top of the above unique mechanics, we have made similar adjustments to the intervals as the previous custom gamemode:


    • -80% Attack Intervals for you and the enemies.
    • -80% Skill Intervals (This now also reduces Thieving stun intervals).
    • +800% Global Mastery XP.
    • -2s Monster Respawn Timer.

    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!


    [ 2022-07-05 06:07:36 CET ] [ Original post ]

    [UPDATE] New Save Slot UI + Discord RPC (v1.0.4)

    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.

    Our full focus at this stage is on Expansion 1, and progress is looking great! We will have a lot more news to share soon as we delve closer to the release.

    New Save Slot UI
    There are no functional changes to how the system works, this is just a visual update to provide clarity around the system that is currently present in the game.

    You can read about the new Save Slot UI in detail here: https://store.steampowered.com/news/app/1267910/view/3173358927557497208

    Note: Your characters are already stored inside a Save Slot (The little number to the left of the save). This is the Save Slot the game will use for this update.

    Heres a breakdown of the changes:


    • The game will now display all Save Slots available to you, instead of hiding empty ones.
    • Slightly adjusted the UI of Save Slots to provide clarity around what slot your save is in.
    • The Settings button has moved to a dropdown menu in the top right corner of each Save Slot.
    • An empty save slot will now warn you if an existing Cloud save has been detected in that slot.
    • When attempting to load or import a save, the game will now display exact details of what save will be overwritten in the popup.
    • You can now delete Cloud Saves from the Settings menu dropdown.
    • Cloud saves can now be refreshed inside the game by using the new Refresh icon sitting next to the Show Cloud/Local Saves button.
    • If a save produces an error, it will no longer stop the entire game from loading. Instead it will adjust the UI of the save slot to show the save is corrupted. This will help us debug issues you may run into.
    • Downloading a save now includes the Date & Time of the download in the filename.
    • You can now disable the warning popup when attempting to load a save. This setting is not yet localized. I will sort this out ASAP.

    [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:

    • Your current gamemode and total level.
    • What non-combat skill you are training, the action you are performing and the level of that skill.
    • What Enemy you are fighting, and the area/dungeon you are active in.

    Changes and Bug Fixes
    Here is a list of Changes and Bug Fixes included in this update

    [h2]Changes[/h2]

    • Locked Summoning Synergies in the search UI now displays the Marks and Levels required to unlock that Synergy. This is also colour coded: Green = requirement met, Orange = Requirement not met. If you have not found the first Mark yet, the name will display as ???.
    • When clicking into the Summoning Synergy search from the minibar, it will default to only showing Synergies for that respective Skill.
    • You can now double click Bones to quickly bury them in the Bank. Only works if the item is not locked.
    • You can now double click Chests to quickly open them in the Bank.
    • You can now click the Slayer Task image to see detailed stats, special attacks and passive of that enemy.
    • Perfect Fish can now be used to create Pig and Wolf Summoning Tablets.
    • You can now downgrade Perfect Fish into normal Fish at a 1:1 ratio. This is just a temporary addition as I will soon be implementing a feature that allows Agility obstacles that cost normal Fish to accept Perfect Fish as well.
    • Slightly updated the UI for buttons in Thieving and Artisan skills.
    • [Mobile only] When selecting a recipe category or item in an Artisan skill, the UI will now automatically scroll to the respective area.


    [h2]Bug Fixes[/h2]

    • The issue that causes offline progress to get stuck (and produce a timestamp error) will no longer cause the game to become unplayable without a save fix. This doesnt fix the bug itself (which we are still looking into). Please report offline progress issues if you do run into them after this update.
    • Fixed an issue that caused an error during a cloud save (Cloud save still worked as intended even with this error).
    • Fixed Pet Log completion number not updating automatically.
    • Fixed issue where connecting your Mobile Device for push notifications would get stuck on the loading spinner.
    • When wearing the Bone Necklace, the first item in the Loot container will no longer hold its place.
    • Quick Buy modal no longer appears under the Cooking recipe selection modal.
    • During Sell/Move Item mode in the bank, the borders of selected items will no longer be removed when moving items to new tabs or positions.
    • Modifiers that affect Enemies now function correctly in the Golbin Raid.
    • Leveling up the Mastery of a Rune in Runecrafting now dynamically updates the UI to show changes.
    • Adjusted the text on the Render Combat Progress to now mention it disables Non-combat progress bars as well.
    • Fixed incorrect styling to popup buttons in some circumstances.
    • You can no longer sell the Basic Magic Wand during the Tutorial (which bricks tutorial progress).
    • Fixed undefined translation in Thieving Game Guide.
    • New Adventure Mode characters now correctly start with 100% HP, instead of only 10%.
    • Fixed issue that breaks the save settings function due to there being an apostrophe present in the character name.
    • Astrology Mastery token is now named correctly, and now has its description.
    • Fixed Golbin Raid shop purchases disappearing after 1 purchase.
    • Fixed visual issues that cause dropdowns to extend above available screen space.
    • Dragonfire Shield now has its original description restored.
    • Quick Equip menu now closes when closing the Skilling Minibar on mobile.
    • Corrupted saves no longer break the game, and instead are isolated to their save slot only.
    • Fixed incorrect Milestone for Normal Shortbows.
    • The Bank Sorting method now correctly displays your current sorting method on load.
    • Fixed typos in some special attacks.
    • Ragnar Godsword and Terran Godsword now display their correct special attack description.
    • Adjusted the wording on the 50% Firemaking Mastery checkpoint to correctly reflect the actual mechanic.
    • Adjusted item description loading for Artisan skills that should hopefully reduce some CPU usage (It used to reload every action, now it only loads once).
    • Corrected grammar for Ancient Magic locked tooltip.
    • Fixed incorrect description of the Ranged Game Guide.
    • The Venom special attack can now miss.
    • Gems now appear correctly in the bank when searching Gem or Gems.


    [ 2022-05-25 03:37:10 CET ] [ Original post ]

    Updating the Save Slot UI

    Hey everyone!

    Today I bring you information about an update to the Save Slot system in Melvor Idle, due to release in the next week or two.

    The existing save slot system in its current state is prone to many issues, particularly with accidentally overwriting saves. This issue became evident during the temporary gamemode where reports were coming through of saves being deleted or overwritten by their new save.

    This issue wasnt due to a bug in the game, but more around the lack of clarity as to how the save slot system works and what actually happens when creating/deleting characters. These issues also appear for players who play on Mobile as well as Steam (using the same Cloud account and saves).

    These issues are due to bad UI on our part, and we will continue to listen to feedback and adjust where required.

    Be sure to join our Discord server where you can provide direct feedback and talk with us: https://discord.gg/melvoridle

    [h2]Increasing Clarity[/h2]
    This update focuses on the UI of the save slots to ensure everyone is given the opportunity to manage their saves effectively.

    Heres how Ive gone about doing this.

    [h2]Visual display of Save Slots[/h2]
    The game will now display all save slots in front of you, whether they are empty or not. This gives you the freedom to choose where your new characters will save, and will also allow you to see how your saves are set up.



    [h2]Existing Cloud Save Detected[/h2]
    Creating a new local character when a Cloud Save already exists in that save slot is where most of the accidental overwriting issues stemmed from.

    Now, on top of being able to actually choose which save slot to use, the game will also warn you when an existing Cloud Save is detected in that save slot.

    It does this in a few ways:


    • A warning on the empty save slot itself.
    • A popup when attempting to create a new character
    • A popup when attempting to import a character.

    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


    [ 2022-05-03 03:24:26 CET ] [ Original post ]

    Expansion 1 - Details & Summary

    Hey everyone!

    Thanks so much to those who tuned in to our Live Stream yesterday. It was amazing to see you all there and being able to finally announce details of Expansion 1 made me so happy!

    This is a TL;DR / TL;DW summary of what we discussed on stream.

    A YouTube VOD will be available soon to see extra information around what we discussed. I will post a separate new thread here on Reddit when it goes live.

    General Expansion Discussion

    What is coming in Expansion 1?


    • Level 120 Content for all Combat and Non-Combat Skills
    • Township - New Skill
    • Official Cross-Platform Mod Support

    Level 120 Combat
    What Combat Content can we expect from Level 100 - 120?

    • 7 new Dungeons
    • 8 new Slayer Areas
    • 50+ new Monsters
    • A final boss fight, where the Boss is the only Monster in the Dungeon.
    • New gear and items at almost every stage of Combat to help prepare for what is ahead. This is not including the insane amount of items from Non-Combat Skills.
    • Brand new Prayers.
    • A brand new Spellbook for Spells at Level 100 - 120.
    • New Curses & Auroras.
    • 9 new Lore books (Massive expansion to the Story)
    • All new Slayer Areas and Dungeons follow the story.
    • 100+ new Special Attacks (Mainly for enemies, but the player gets some as well).


    Will the new Dungeons be a similar style to Into the Mist or Impending Darkness?

    • All dungeons except for the Final Boss fight can be idled just like the existing God Dungeons. They will follow the same format as regular Dungeons where you complete it and obtain a Chest of rewards.
    • Preparation will be required for these dungeons.


    How will Combat Gear scaling work?

    • New mechanic is being added where a Monster can lower the Damage Reduction of the Player. This will require the Player to find better gear (that we provide) to prepare for future fights.
    • Enemy HP levels will still scale in a linear fashion.
    • Damage will also continue to scale in a linear fashion. This will help with increased XP required per level as Damage is responsible for XP.
    • More unique horizontal scaling items will be added, with new unique special attacks and passive effects to prepare for unique situations.


    How important is the story in this expansion?

    • The entire Level 120 content was designed and developed around a story. You will be able to read about your entire journey to the end of the Expansion. It will detail why youre doing this, and will hopefully provide answers to what is going on in the Melvor world.
    • Reading the Lore is not required (pls read it)


    Level 120 Non-Combat

    What is planned for Non-Combat?

    • Every single Non-Combat Skill is also increasing to Level 120.
    • All Skills will receive content every 1, 2 or 3 Levels.
    • 500+ new items are being added (Including Combat Items)
    • Some new mechanics will be explored, creating new Skilling synergies.
    • Most of the content will stay true to the original Skill mechanics, keeping it simple and easy to Idle.
    • Items obtained in Non-Combat Skills will directly assist in beating the Combat portion.
    • You can level up Skills to 120 whenever you want. However, some items created require certain Levels or Dungeon Completion Milestones to equip/use.


    Any new mechanics to tease?

    • One spoiler - Training Astrology provides a small chance to spot a Meteorite falling from the sky. This will then allow you to mine Meteorite Ore within Mining. Meteorite Ore does not have a maximum HP, and you can continue spotting Meteorites in Astrology for as long as you wish. Meteorite Ore does not respawn when depleted in Mining. It can only be located via Astrology.
    • Brand new Skilling gear, and some new mechanics for Skills that feel lacklustre (Like Firemaking)


    What is the plan for skills like Agility and Summoning?

    • Agility is getting 5 more tiers of obstacles that can be added on top of the original 10. This means there will be roughly 20-25 new obstacles that can be built.
    • Agility is getting another Pillar selection when reaching Level 120.
    • The Level 99 Pillar will stay active after reaching Level 99. The new Pillar will be an additional bonus on top of the already active Level 99 Pillar.
    • Summoning is getting 8 new Farmilars.
    • All non-combat Skills except Farming are getting a new Familiar.
    • New unique Combat Familiars are on the way.
    • Over 100 new Synergies will be added.


    Is Mastery also increasing to Level 120?

    • No. Mastery is not increasing to Level 120. It will remain at the maximum Level of 99.
    • This will allow you to train to Level 120 while completing your Level 99 Mastery grind.
    • New Items being added from Level 100 - 120 will have Mastery.


    Can players still wear their Skillcapes they achieved at Level 99?

    • All Skillcapes can be worn when reaching Level 99. They can be worn while training to Level 120.
    • The Max Cape can be purchased and used when all Skills reach Level 99.
    • The inclusion of Township does not mean your Max Skillcape is removed. You can keep it.
    • A decision is still being made as to what is provided at Level 120 for Skills. We cannot confirm this just yet.
    • We have not decided what is being done with the 100% Completion Cape either. We cannot confirm our plans for this just yet.


    Is anything changing about Astrology?

    • Astrology re-rolling mechanics are getting reworked.
    • The theme and general mechanics of the Skill will remain the same.
    • We will most likely be removing the RNG aspect from obtaining modifiers, and designing it in a way that allows players to Complete Astrology.
    • New constellations are also on the way from Level 100 - 120.


    Township Part 1

    What is Township Part 1?

    • Township is a town management simulator integrated into Melvor Idle.
    • Many resources will need to be managed within Township. This is mainly done passively by your Town.
    • Township resources stay within Township, they do not go into the Players Bank.
    • Township is still in heavy development, but it will most likely provide quite few unique bonuses and items to your general game.
    • A player can use their own resources to assist with Township.
    • We are looking at a mini Quest system for Township, however this is very much in development and will require a lot of play testing to ensure it suits the Idle nature of the game.
    • Township is a passive Skill that can be trained alongside any other Skill in the game (Just like Farming).


    What is different about Township Part 1 compared to other Skills in the game?

    • Township is the largest Skill we have ever created.
    • It is designed to be expanded upon in the future with a lot more content.
    • Township has no Mastery to worry about.
    • Township will integrate a lot into the world building aspect of the Melvor world.
    • We hope Township will provide players with something to do while training other Skills that respects the Idle nature of the game at the same time.


    Whats with the Part 1 aspect of the title?

    • Township has been broken down into 2 Parts.
    • Part 1 is the passive Town Management and a way for us to get the fundamental framework correct before proceeding onto Part 2.
    • Part 2 is the Combat Expansion to Township. Your town is not the only one that exists inside Melvor, so you will need to manage allies and enemies effectively.


    Is there anything else coming in the Expansion?

    Mod Support

    • Official Cross-Platform Mod Support is coming to Melvor Idle.
    • Development is led by the creator of Melvor Mod Manager.
    • Will include an in-built Mod Manager to browser and subscribe to Mods that will synchronise on all devices.


    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):

    • Custom Items, Monsters, Gamemodes, Skills etc.
    • Custom UI elements
    • Ability to hook into in-game events and perform certain actions when something occurs inside the game.
    • Dedicated settings for Mods that provide extra control.
    • Unified location for all Mods to be discovered.


    [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]

    • The Expansion will have a Paid aspect.
    • The Paid aspect will cost $4.99 USD.
    • You will only need to purchase it once on a single platform to use it on all other platforms.

    [h2]What content will require payment?[/h2]

    • Level 120 Content

    [h2]What content will be free?[/h2]

    • Township Part 1
    • Official Mod Support
    • Any additions or new mechanics to existing content (Up to Level 99).
    • Any new Quality of Life features added.
    • All bug fixes and performance improvements.


    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


    [ 2022-04-09 05:04:24 CET ] [ Original post ]

    HARDCORE ADVENTURE SPEEDRUN IS NOW LIVE

    It's April Fools day (in most places)!

    The 2nd biggest day of the year!

    You know how we roll...

    LIMITED TIME GAMEMODE NOW AVAILABLE

    HARDCORE ADVENTURE SPEEDRUN

    Your goal - Defeat the FINAL boss as fast as possible.

    Defeating them will display how long it took (Don't miss the popup, it only displays once).

    GAMEMODE RULES:


    • This is Hardcore - So it's PERMADEATH.
    • +100% Maximum Hitpoints for you and the Enemies.
    • -80% Attack Interval for you and the Enemies.
    • -80% Skill Intervals.
    • +800% Global Mastery XP.
    • -2s Monster Respawn Timer
    • No HP Regeneration
    • Adventure Mode rules apply.

    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.


    [ 2022-04-01 06:06:51 CET ] [ Original post ]

    Melvor Idle Expansion 1 Live Stream and AMA on 7 April (7:30pm EST)



    Hello, everyone!

    You have all been waiting so patiently on news regarding the upcoming Expansion 1. I mentioned in the last set of patch notes that news will be coming soon, and I can now finally reveal when you will hear the first details regarding it!

    Its been a long time coming, but we are ready to have our first official Melvor Idle Live Stream! On Thursday 7 April (7:30pm ET). Prat, StrawHat and I will be jumping on Twitch to discuss the upcoming Expansion 1 and answer all your questions, Melvor-related or not!

    The Live Stream will primarily focus on discussions and details around Expansion 1, and what you can expect to see content-wise. We will be going through the Expansion in detail, and will also be answering your burning questions regarding it!

    This is also an opportunity to ask us anything you like! We will save time at the end of the Live Stream to go through community questions and answer as many as we can.

    Please submit any questions you might have for us down below.*

    Ask us any of your burning questions! It doesnt need to be related to the official expansion, as we will likely be answering all those questions anyways.

    We will stop collecting questions from this thread on Friday, 25 March. Make sure to get yours in before then!

    *We will only be accepting questions from the official Reddit thread: See thread (External Link).

    We will be streaming on the official Melvor Idle Twitch: https://twitch.tv/MelvorIdle


    - Malcs


    [ 2022-03-23 02:31:35 CET ] [ Original post ]

    Hotfixes Released - v1.0.3 (?1819)

    Hey all!

    These fixes have just been released. Simply restarting the game will apply them for you:


    • Alt. Magic has been added as an option to the Minibar Settings. You can now add items to Alt. Magic. This menu will be empty for you so you will have to manually add the items there unfortunately.
    • Removed dark boundary from Combat Minibar
    • Fixed issues where Hold to Eat would get stuck enabled.
    • If the above issue reappears, clicking the eat button again should reset it.
    • Decreased sensitivity of Hold to Eat to assist with accidental double eating.
    • Added padding to the bottom of the screen so the new Combat Minibar does not block content.
    • Fixed bug where the game would heal you for 1HP if your food slot was empty every click.
    • Also fixed the console error spam from above bug.
    • Fixed Thieving NPCs not unlocking when levelling up offline.
    • Fixed Runecrafting bonus Rune modifier giving 0 Runes.
    • Fixed Fishing Special Chance calculation.
    • Fixed Fishing text colour not turning green when changed.
    • Fixed Bear & Salamander Synergy not doubling Silver Bars.
    • Fixed issue where crafting Cyclops tablets offline would cause the game to freeze.
    • Minor adjustments to Combat UI Monster Skill Levels to stop buttons moving positions.


    [ 2022-03-02 03:27:19 CET ] [ Original post ]

    [UPDATE] February 2022 - v1.0.3

    Note: To receive this update, simply restart the game. Your client does not require an update.
    Updates for Melvor Idle become available at the exact same time on platforms (Steam, iOS, Android).


    Be sure to join us on Discord for sneak peek and discussions with the developers: https://discord.gg/melvoridle

    [h2]Preface[/h2]
    This update brings a bunch of much requested quality of life updates, as well as finalizing the transition to the new tick-based system for Skills.

    The transition to a tick-based was done over 6 months, and involved rewriting every single Skill from the ground up. Now that it has been completed, this will allow for more efficient updates including efficient implementation of new content.

    [h2]A note on upcoming new content[/h2]
    Although these latest updates have not introduced anything new for you to try, we can confirm that we have indeed been working on new content behind the scenes at the same time.

    There is a massive pipeline of new content on the way, including the much anticipated Expansion 1. This expansion aims to roughly double the amount of content you see in the game, and it has been in planning for quite some time.

    Now that the transition to the tick-based system is complete, we can now work efficiently towards Expansion 1 as well as everything in between.

    [h2]Update Changelog[/h2]
    Lets see whats new inside the February 2022 update.

    [h3]New Additions[/h3]
    Customisable Minibar


    • There is a new Quick-Equip Menu for the Minibar (The menu in the bottom right of Skills). This new menu allows you to quickly equip items for the respective Skill. The GEAR icon represents the quick equip.
    • You can customize what items display in this menu for each Skill. This can be done by selecting any equipable item within the Bank, navigating to the Gear icon, and then enabling/disabling this item for each Skill.
    • The order of these items can be adjusted to your liking by dragging and dropping them from within the Quick-Equip Menu.
    • Existing default items from before this update are enabled by default inside this new menu.


    Updated Combat Minibar

    • The Combat Minibar that displays during Combat has some new features and functionality.
    • The Enemy HP & Attack Bar has been added above your own, so you can see the progress of the fight more clearly.
    • Your own attack bar has been added below your HP bar.
    • You can now change your Equipment Set from the minibar.
    • New Settings have been added to the Settings Page to enable or disable the visibility of Enemy HP/Attack Bar & Equipment Set Selection.


    Click & Hold to Eat

    • You are now able to Click (or tap) & Hold to eat within Combat or Thieving. This will spam eat Food for you.
    • Doing this will not consume more Food than is required.
    • The button will turn green to confirm you are spam eating.
    • This works on Mobile versions as well.


    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]

    • You can now toggle the visibility of Fishing & Thieving Areas by clicking/tapping the header area where the new Eyecon is. This visibility setting is saved for that character.
    • You are now able to Destroy Loot by selecting the corresponding button located on the bottom of the Loot Container. This will destroy the Loot if for some reason you do not wish to actually Loot it.


    [h3]Changes[/h3]

    • The UI for the Skills & Mastery section of the Completion Log has been updated to be much less stressful on the eyes, using distinguished colours to separate each Skill.
    • You can now see the Special Attack & relevant descriptions of Items within the View Item Stats & Upgrade Item popups. Now you will know exactly what the item does that you are trying to Craft or Upgrade into.
    • Removed the Pause Skills when Minimized setting from Mobile. This setting now defaults to enabled as there is no reason for this to be turned off on Mobile.
    • Steam achievements for milestones obtained on Hardcore / Adventure Mode will now unlock the respective Standard Mode achievement as well.
    • Farming is now unlocked on the Demo Version on Mobile.


    [h3]Tick-Based Skills[/h3]
    These Skills have now transitioned to the new tick-based system:

    • Fishing
    • Cooking
    • Crafting
    • Fletching
    • Runecrafting
    • Agility
    • Summoning
    • Astrology


    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]

    • We have been working to address issues with Offline Progress on Mobile. With the transition to tick-based and most affected Skills being rewritten, we hope to have squashed this bug. However, if you experience it again please let us know so we can look into it further.
    • Synergy unlocks now activate as soon as they unlock while training Offline, and will provide the benefit to you immediately.
    • Fixed issues with dropdowns hiding options underneath the games header area.
    • Offline progress now accurately accounts for preservation change for all Skills.
    • Auto-equip food now works as intended when training Offline.
    • Fixed crashing issues when you run out of Runes during Combat.
    • Fixed potential memory leak issues for most Skills. Please report further memory leaks if you notice them.
    • Fixed issue where Pig & Mole Synergy would not work while training online.
    • Fixed issues with Salamander & Bear Synergy.
    • Fixed issues with Octopus & Crow Synergy.
    • Fixed issues with the Leprechaun & Pig Synergy.
    • Fixed issues with Mole & Octopus Synergy.
    • Fixed issues with Witch & Cyclops Synergy.
    • Fixed rare issues where Cooking or Fletching would not progress.
    • Artisan Skills should now update the information panel dynamically when game data changes (Like quantities and percentages).
    • Astrology now correctly updates the Show All Active Modifiers panel to display all active modifiers, and those from newly unlocked slots.
    • Fixed rare instances where individual Astrology modifiers could exceed 5%.
    • Fixed visual error with Astrology Mastery progress bars not adjusting their colour to correspond to maximum Mastery level.
    • Fixed Crafting Armour Doubling chance Astrology modifier.
    • Elemental Potion output is now correctly considered while Runecrafting offline for subsequent crafts.
    • The game should now correctly stop skills offline when running out of materials, or when your bank becomes full.
    • Fixed rare issues that would not allow you to start Actively Cooking.
    • Fixed missing default items that display on the Minibar.
    • Cooking double chance now stacks correctly, taking into account all doubling bonuses (This bug was visual only).
    • Fixed rounding errors for equipped Summoning Tablets.
    • Level up popups now display correctly for Astrology.
    • Fixed visual error that causes an infinite scrolling effect when a scroll bar appears.
    • Fletching Mastery levels should now update dynamically.


    [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


    [ 2022-02-28 06:45:24 CET ] [ Original post ]

    SNEAK PEEK at the February 2022 Update

    Hello everyone!

    Its already that time of the month where I share some details on what to expect for the February 2022 update.

    This update focuses on the Minibars that exist in the game, adding some much requested features and UI elements.

    Customisable Skilling Minibar
    Since the inclusion of the Skilling Minibar (The UI element with a bunch of icons in the bottom-right of the screen), it has been suggested to add many different items to this area for quick and easy access.

    Up until now, the Minibar only contained items that benefit that Skill only with the exception of the Max Skillcape.

    Now, this has completely changed and you are now able to select what items are displayed in any Skill. You are now in complete control of the Minibar.

    [h2]Quick-Equip Items Menu[/h2]
    The items you can quickly equip have now moved into their own little popout menu of the Minibar. This saves much needed real estate on the Minibar, and gives you more room to play with by adding as many items as you want to it.

    Example of a customized Quick-Equip Menu for Woodcutting (the Lemon is a placeholder image)



    [h2]Adding Custom Items to the Minibar[/h2]
    Its very simple to add any item to the Minibar! Simply select an equipable item in your Bank, head on over to the Item Settings (Gear Icon) and you will be greeted with a new Minibar Settings category.

    Within here, simply select or deselect what Skills you would like this item to appear on.



    [h2]Adjusting the display order of Items[/h2]
    Another nifty feature is that the display order of items within the Quick-Equip Menu can be adjusted with ease.

    Just like the bank, you can drag and drop items within the Quick-Equip Menu to change the order they display. This display order is saved until you remove that item from the Minibar (In which case it resets).



    All new items added to the Minibar default to the bottom of the Quick-Equip Menu.

    Updated Combat Minibar
    Continuing on from the trend of updating the Minibars, we decided to give some love to the Combat Minibar as well.

    The Combat Minibar now comes equipped with more vital information at a glance, which should provide some peace of mind when fighting Enemies without looking at the Combat Page.

    New information displayed on the Minibar includes:


    • Enemy Attack & HP Bars.
    • Your own Attack Bar.
    • Equipment Set Selection



    [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:

    • Fishing
    • Cooking
    • Runecrafting
    • Fletching
    • Crafting
    • Summoning

    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:

    • Adding a "Destroy Loot" button to Combat at the bottom of the loot container. This is great if you dont want the loot.
    • "View Item Stats" and "Update Item" popups now contain equipment Special Attack information.
    • The UI of the Skills & Mastery Completion Log pages are being updated to be more clear and friendly to the eyes.
    • Many many bug fixes!

    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!


    [ 2022-02-22 03:08:56 CET ] [ Original post ]

    [UPDATE] January 2022

    [h3]Update v1.0.2[/h3]
    Please note that updates do not require a Client Update. Simply restart your game for the update to be applied.

    If you have Extensions or Scripts enabled, please disable them when loading into a new update just in case they are not compatible with new content. Before reporting them as a bug, please make sure they are disabled and that the bug occurs without Mods active. Thank you in advance :)[h3]New Astrology Icons[/h3]
    I forgot the show this during the update Sneak Peek. This update includes a refreshing new look for Astrology with custom Constellation images. Massive thanks to our artist for putting together these amazing images.


    [h3]Newly Added:[/h3]

    • You can now set custom Icons for each Bank Tab, using the Item Settings to do so.
    • You can now see the value of each Bank Tab.
    • You can now quickly "Sell All" items within a Bank Tab.
    • You can now lock and unlock all Items within a Tab. There is a confirmation popup for this.
    • You can now lock and unlock all Items in the entire Bank. Use with caution, but there are confirmation popups to get through just in case.
    • New Astrology Icons have been added for each Constellation.
    [h3]Newly Added (Golbin Raid):[/h3]
    • You can now Pause and Resume Raids.
    • Added a difficulty selection to Raid. You can choose from Easy, Medium or Hard.
    • Added a new Random Modifier system to Golbin Raid, where you select permanent modifiers prior to beginning the Raid.
    • Added over 30 custom items exclusive to the Golbin Raid. These can be added to your selection pool by finding them inside the new Golbin Crate inside the Golbin Raid Shop.
    • Remove many useless items from the Passive Item selection pool.
    [h3]These Skills have transitioned to the new tick-based system:[/h3]
    • Herblore
    • Woodcutting
    • Smithing
    • Alt. Magic
    [h3]Adjustments to Items:[/h3]
    • Dragonfire Shield now has an extra bonus: -30% damage taken from Dragonbreath.
    [h3]Summary of Bug Fixes:[/h3]
    • When leveling up Herblore Mastery Offline, it will now automatically start creating the new Tier of potion. This means Potions Tiers will no longer be skipped over during offline training.
    • Fixed Ring of Spirit Power obtainable in Golbin Raid, but can't get spirit runes to use it.
    • Alt. Magic should no longer stop the action when retuning from an Offline session.
    • Smithing Category Selection on Mobile should now be fixed.
    • Golbin Raid Coins in Raid History now display correctly.
    • Fixed issues where Multi-tree Woodcutting would prevent task switching.
    • Fixed display issues for Lethal Toxin, Hinder and Famished Potions in Herblore.
    • Fixed grammar issue with Generous Resupply.
    • Astrology actions should no longer stop on full Bank, when you have "Ignore Full Bank" enabled.
    • Fixed display issues with Herblore Mastery.
    • Golbin Raid progress will no longer stop when closing the game. It will be paused instead, allowing you to resume. This will remove the risk of random lost progress.
    • Fixed display issues with Woodcutting Axe on the Woodcutting Page.
    • Correctled display issues with recipe requirements in Smithing.
    • Pressing Escape at the 'Select New Equipment' modal will no longer end a Golbin Raid
    • Offline Woodcutting now uses the correct amount of Summoning Tablets.
    • Fixed rare case that Woodcuting level ups were not reported during Offline Progress breakdown.
    • Item Alchemy III should now produce correct values consistently.
    • Fixed missing Secret Stardust Potion image in Herblore.
    • Fixed Impending Darkness Event showing up after running from Golbin Raid
    • Fixed rare cases where the game would not allow you to continue any action until restarting the game.


    [ 2022-01-31 06:21:52 CET ] [ Original post ]

    Sneak Peek - January 2022 Update

    Hello everyone!

    As we near the release of the January 2022 update, I thought Id share some information around what to expect inside this update.

    Lets get straight into it!

    Bank Quality of Life
    We have included some extra functionality for the Bank that will hopefully improve your experience around organization and management.

    [h2]Bank Tab Value & Bank Tab Settings[/h2]
    When loading into the update, you will notice a new UI element below your tabs. This contains some information you will appreciate, including the GP value of the tab.

    Within the settings menu here, there are some options to assist with organizing your bank. These include:


    • Sell all unlocked items in Tab
    • Unlock all items in Tab
    • Lock all items in Tab



    [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:

  • Select your desired item
  • Click on the Item Settings (Gear Icon)
  • Choose the Tab(s) you wish to apply this item image to.

    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
    • Woodcutting
    • Smithing
    • Alt. Magic

    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!


  • [ 2022-01-24 06:27:24 CET ] [ Original post ]

    [UPDATE] December 2021 + Melvor Idle Holiday 2021 Event (v1.0.1)

    Introduction
    Welcome to the Melvor Idle Holiday 2021 Event!

    Thank you to everyone who has offered us such incredible support over the last two years. It has been an amazing journey, and Im so excited for all the fun that lies ahead!

    With the full release out the way, I thought it would be a great idea to celebrate the Holiday Season with a small event for everyone. It may be tiny, but it has some cool rewards for you to collect!

    [h2]Holiday Event 2021[/h2]
    Santa Chio has been involved in a rather unfortunate accident, and seems to have lost its Christmas Presents! Can you help recover them? Youll be rewarded for your time and effort if you do

    Head to the Holiday Event 2021 page to find out what must be done!

    [h2]Event Rewards[/h2]
    In total there are five Event Rewards for helping Santa Chio. All are cosmetic and provide no bonuses. There are also some other items available for you to collect, and you could potentially find a lot of them!

    Note: Event Rewards are not required for 100% game completion, and do not appear in the Item Log unless you find one.

    [h2]When Does It End?[/h2]
    This event runs until Thursday December 30th at 23:59 GMT.

    Mobile Premium Unlock (Mobile to Mobile or Mobile to Web)
    Purchasing the Full Version of Melvor Idle on Mobile will now unlock the Full version on other mobile versions, and the web version.

    To enable this - log into your Cloud account on a Mobile Device with a valid active purchase. This will enable the Full Version on your Cloud account.

    It is not possible to unlock the Steam version if your purchase on Mobile.

    New Save Export and Import Setting (Create Save Link)
    There is a new method to export your save and share with others!

    From the your character settings on the welcome screen, you can now Create Save Link to export your save. This will generate a unique URL for your save.

    This unique URL can be pasted into the Import Save box to import it into the game. You can also visit the link the see the raw save string if you wish. These save URLs do not expire.

    General Patch Notes
    Along with the Holiday Event, we have a bunch of changes, quality of life, and bug fixes that Im sure you will appreciate!

    [h2]Newly Added:[/h2]


    • You can now buy multi-buy Bank Spaces.
    • You can now buy multi-buy Slayer Resupply packs from the shop.
    • You can now set the Default Page on Load to your Active Skill. If no Skill is being trained, this will default to the Farming Page if you have crops ready to harvest. If no crops are ready to harvest, it will default to the Bank.
    • Everyone has been provided with an extra 2 Bank Tabs.
    • There is now a confirmation popup when attempting to reroll a 5% Astrology Modifier. This can be disabled in settings. This is enabled by default.
    • There is now a confirmation popup when attempting to destroy a Farming crop. This can be disabled in settings. This is enabled by default.
    • Farming crops will now display the chance to grow on the specific patch.
    • Searching "Food" in the bank will display all edible items.
    • XP, MXP, MPXP, Interval icons now show "Inclusive of modifiers" in their tooltip.
    • Item tooltips now also display how many are currently in your bank. This can be disabled in Settings.
    • [STEAM] Added Toggle Fullscreen button in Settings


    [h2]Adjustments to Items:[/h2]

    • Cooking Skillcape now has an extra bonus: -15% Cooking Interval. This bonus is automatically applied to the Max Skillcape and Cape of Completion.
    • Farming Skillcape - Increased Farming Yield bonus to 25%, up from 20%.
    • Farming Skillcape - No longer provides free Compost.
    • "Amulet of Calculated Promotion" and "8" no longer count towards item completion.


    [h2]Performance:[/h2]

    • Converted all Monster Images to PNG format. This should increase performance substantially when viewing the Monster Log. It should also increase performance where Monster images used to be displayed, like in Combat.
    • You can now disable Slayer Coin notifications
    • You can now disable Item Preservation notifications


    [h2]Summary of Bug Fixes:[/h2]

    • Food now has a minimum healing amount of 1 HP.
    • Fixed Steam Zoom setting causing issues with Tooltips, Sliders, and other UI artifacts. This fix will result in your Zoom setting being reset on load.
    • It should no longer be possible to brick yourself on Tutorial Island if you created a Normal Shortbow before the tutorial asked you to do so.
    • All missing translations should now be recitified.
    • Fixed many incorrect translations.
    • PlayFab errors while loading the game should no longer cause the game to stop loading.


    [h2]List of Fixes applied over the last few weeks:[/h2]

    • Issues revolving around Mining and progress randomly stopping has been fixed.
    • Fixed incorrect item doubling calculation for Astrology.
    • Fixed new Astrology bonuses not applying automatically when leveling up the Mastery of a constellation, either naturally or via the Mastery Pool.
    • Fixed aspect ratio for Slayer Task images being incorrect.
    • Fixed incorrect colouring of Monster and Pet log completion % at 100%.
    • Barbarian Fishing now provides Strength XP when catching a Special Item.
    • Fixed Grammar issue for name of Mastery Token (Astrology)
    • Fixed Monkey + Salamander Crafting Synergy not working for new Crafting Rings
    • Fixed Mastery Pool visual rounding errors.
    • Fixed incorrect grammar on locked Ancient Magicks clear count tooltip.
    • Fixed layout issue for Astrology Skill XP
    • Fixed many minor layout and text colouring issues.
    • Fixed many issues with missing translations
    • Reinstated missing Statistic - GP Stolen from NPCs
    • Signet Ring now applies its bonus to the 25 Mastery Checkpoint in Firemaking.
    • Summoning Familiars should now respect the Sleep/Stun status of Enemies so they no longer miss.
    • Superheat Coal requirements now display accurately.
    • Fixed visual issues with the equip section in the Bank.
    • Adjusted scaling on Slayer Task Enemy images.
    • [STEAM] Fxied issue where game was not closing correctly.


    Chio Plush Toy - Release Announcement


    [ 2021-12-23 02:11:38 CET ] [ Original post ]

    All Aboard! Destination: v1.1

    Hey everyone!

    Its been some time since weve updated you all on whats going on behind the scenes. And with plenty to look forward to over the coming months, weve got a lot to talk about!

    A Successful Launch
    The full release of Melvor Idle was (in our opinion!) a success. Seeing so many new faces say hello on Discord and Reddit and reading everyones amazing messages has been truly fantastic and the experience of a lifetime. Thank you all so much!

    The full launch of Melvor Idle marks a new chapter for the game, and one that weve been planning for quite some time. When new content hit Melvor Idle during Early Access, we previously referred to it as Major Updates. From now on well instead be using the term Expansion.

    What does that mean? Read on to find out!

    Expansions - What to expect
    The planning, care and effort well be putting into these Expansions eclipses anything weve done before - we want to really push the boundaries, both of Melvor Idle and of the idle genre.

    The timelines for Expansions will be much longer than we saw for the previous Major Updates, but the wait will be worth it! And the build up to each release will see more teasers, blog posts and excitement than ever before!

    Expansion 1 will be MASSIVE, with the inclusion of Level 120 content (for every Skill), a brand new skill, new Lore, loads of quality of life and so much more!

    But our lips are sealed for the time being! Well fill you in on more details about Expansion 1 as it continues to evolve

    Update Schedule
    The increased scope and development time of the Expansions DOESNT mean the updates will stop for Melvor Idle! Work on the game never stops, and improvements will continue to roll out based on community feedback.

    Every month well be updating the game with quality of life improvements, bug fixes, performance tweaks, skill balancing and much more. All of this will provide the foundation for a user-friendly game that everyone can enjoy, and changes such as transitioning all skills to a new tick-based system will develop the framework for future Expansions,

    The size of these updates will vary, and we cant promise that every fix youre hoping for will always arrive as quickly as you might like. But by pledging to continue regularly improving the game, hopefully that provides the guarantees youre looking for surrounding ongoing support and feedback response. Were here for the long haul!

    December 2021 Update - A Sneak Peak
    The December 2021 Update will include many requested quality of life features and performance improvements. Heres a look at some (but far from all!) of the things you can expect:

    [h2]Default Page on Load - Active Skill[/h2]
    One of the most requested features will finally be added! The default page on load setting will now include an Active Skill option.

    This is how it works:


    • When loading a character, the game will automatically load the page of the skill you are currently training, or the one you were training offline.
    • If, for some reason, you were not doing anything offline, the game will either:

      • a) load the Farming Page if you have crops that are ready to harvest
      • b) load the Bank Page if there is nothing to harvest


    [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


    [ 2021-12-14 02:33:22 CET ] [ Original post ]

    Melvor Idle v1.0 Launch

    Welcome to the official launch of Melvor Idle!

    After 2 years, 2 months, and 7 days since the first public Alpha update was released, we have finally made it to Full Release!

    This is an accomplishment I never expected to reach. To see Melvor Idle finally hit v1.0 is still an unbelievable feeling. After 23 very long updates, we finally made it.

    Thank you to everyone who joined me in this journey to v1.0. To the incredible community that has been here since the beginning, to all the new players who are only discovering us now, thank you all!

    The official release of Melvor Idle does not bring any new content to the game, so there are no changes to list here! However, it marks the beginning of a new journey for me and the team as we move forward and continue on our adventure with the planned expansions. Three absolutely mind-blowing content updates are on the horizon for Melvor Idle, so we are nowhere near done yet!

    This game will continue to grow, and it will continue to push boundaries in terms of what can be achieved. I very much look forward to what the future holds!

    Enjoy the game, and be sure to join us on Discord and Reddit where I will always be hanging out and chatting with you all!

    - Malcs


    [ 2021-11-18 18:38:53 CET ] [ Original post ]

    [MAJOR UPDATE] Public Beta 1.0

    Preface
    Due to Steam's character limit on announcements, I have had to remove details of some changes to fit everything in. If you wish to see detailed changes and the bug fix list, please see here.

    Introduction
    Welcome to the absolutely massive Public Beta 1.0 update for Melvor Idle!

    This update introduces most of the promised Major Features from the roadmap, plus a lot of other goodies to go with it.

    The Public Beta is a symbol of an almost complete game. This is an achievement I never thought I would ever reach when I started this journey in September 2019.

    To be able to finally declare the game is finished is an unbelievable feeling. But we arent there just yet. Full Release is on November 18, and this Public Beta is here to give you the content early, and also spend time focusing on bug fixes from here on until the launch.

    Important: This update is the full 1.0. When the game launches on November 18, you will not see any new inclusions other than Localization.

    The next 8 days for me are dedicated to fixing as many reported bugs as possible, so I can ensure the full launch on November 18 is as smooth as possible.

    Endgame Content Pt. 3
    [h2]Introduction[/h2]
    The time has finally come to introduce the last piece of the Combat puzzle.

    Endgame Content Pt.3 introduces the final boss for Melvor Idle, as well as a lot of new Monsters, Items and balance changes across Combat.

    It has been a very long time coming, and the inclusion this brings is one of the largest additions to the game we have ever done. Ill do my best to break down exactly what we added, and what has changed.

    [h2]Impending Darkness Event[/h2]
    The Final Boss is hidden deep inside an Event. Your task is to slay various Monsters who have succumbed to the final boss mysterious mist and eventually defeat him when the chance arises.

    [h3]Event Mechanics[/h3]
    The event requires Level 99 in all Skills, access to all Slayer areas.

    Upon beginning the Event, all Combat content will be locked and will remain locked until the Event is either finished, ended, or you die.

    Upon starting the Event, you will be greeted with a popup asking you to select a random modifier combination from a selection of 3. The modifiers you select will apply to every single Monster you face during the event.

    After this, your task is to trawl through the hardest Slayer Areas in the game, defeating a random number of Monsters (5-8) within that area until it has been cleared. The final monster you face within the respective areas will be a Boss version of one of the Monsters.

    Upon clearing all of the Slayer Areas, the Final Boss will appear to try and stop you in your tracks. You must defeat him to continue to the next part of the event.

    [h3]Event Cycles[/h3]
    The Event occurs for a total of 5 cycles. One cycle is completed after defeating the Final Boss, in which you will then begin the next cycle, repeating the above Mechanics.

    The completion of a cycle will provide you with a set reward for your efforts. This reward is always the same, depending on what cycle you just completed.

    When beginning a new cycle, you will be asked to select another modifier combination. This Combination you select is then added to all previous Modifiers you selected. This means by cycle 5, you will have 5 different Modifier combinations active at the same time, so choose wisely.

    The very last Monster you face at the end of Cycle 5 is the true Final Boss. Good luck, you will need it.

    [h3]Important Information[/h3]
    Theres some very important information you need to know about the event, so please read this as it will clear a lot of confusion about how the Event works:


    • The Event takes roughly 2 hours to complete, assuming you dont die and are well prepared.
    • You only need to complete the event once for all possible rewards.
    • All Combat content is locked during the event. You cannot do any Combat outside of what the Event provides.
    • Yes, you are able to train Non-Combat Skills during the event (Just not at the same time of course).
    • Your event progress will be saved, and the only way to reset the event is to either manually end it with the provided button, or by dying. Closing the game or training a Non-Combat Skill will not reset the event.
    • Running in Combat during the event will not reset the event. If something is too hard, you may Run from Combat and attempt it again.
    • This is a safe Event for Hardcore Characters. Dying in here will not result in the loss of your character.


    [h2]New Combat and Slayer Areas[/h2]
    Endgame Content Pt.3 introduces new Monsters for you to tackle.

    [h3]Combat Area: Elerine Battlegrounds[/h3]

    • Contains 3 new hard to very hard monsters
    • Monsters drop new Elerine Weapons and Half of the new Nature's Call Staff


    [h3]Slayer Area: Toxic Swamps[/h3]

    • Unlocked at Level 65 Slayer
    • Area has an effect that allows the monsters within to poison you
    • Contains 3 new very hard to elite monsters
    • Monsters drop unique poison themed weapons and materials that can be used to upgrade equipment


    [h3]Slayer Area: Unhallowed Wasteland[/h3]

    • Unlocked at Level 95 Slayer
    • Area has an effect that heals Monsters every 2 turns
    • Requires a new Slayer Shop purchase to access, costing 3M Slayer Coins.
    • Contains 4 new very challenging Monsters.
    • Monsters drop materials that can be used to upgrade equipment from the God Dungeons.
    • New equipment has unique Set Bonuses, which provide an extra bonus as long as the mentioned items are equipped at the same time.


    [h2]New Combat Potions[/h2]
    We have added 3 brand new Combat Potions that you can create in Herblore.

  • Hinder Potions: Slow down the enemy when you hit them with an attack
  • Famished Potions: Increase your Auto Eat Efficiency and Gives a chance to preserve food when eating it
  • Lethal Toxins Potions: Gives your Melee and Ranged attacks a chance to poison the enemy


    [h2]Buffs to Combat Potions[/h2]
    [h3]New:[/h3]

    • Melee Evasion Potions now provide: +10% chance to ignore Stuns and Freezes on top of their original bonuses
    • Ranged Assistance Potions now provide: +10% chance to ignore poison on top of their original bonuses
    • Magic Assistance Potions now provide: +10% chance to ignore burn and +10% change to ignore Frostburn on top of their original bonuses

    [h3]Changes:[/h3]

    • Increased the charges of Melee Accuracy Potions from [10,10,10,20] to [20,20,20,30]
    • Increased the charges of Melee Evasion Potions from [10,10,10,20] to [30,30,30,40]
    • Ranged Assistance Potions are now crafted using Raw Chicken instead of Eyeballs
    • Increased the charges of Ranged Assistance Potions from [5,5,5,10] to [15,15,15,20]
    • Ranged Assistance Potions are now crafted using Raw Beef instead of Eyeballs
    • Increased the charges of Magic Assistance Potions from [5,5,5,10] to [15,15,15,20]


    [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!

    • Safeguard: +1% Damage Reduction. Costs 1 Prayer Point per Enemy attack. (Level 28)
    • Rejuvenation: +20 Flat Hitpoints Regeneration. Costs 5 Prayer Points per Regeneration. (Level 62)
    • Sharp Vision: +25% Ranged Accuracy Rating, +25% Ranged Evasion and +15% Ranged Max Hit. Costs 5 Prayer Points per Player attack. (Level 71)
    • Mystic Mastery: +20% Magic Accuracy Rating, +20% Magic Evasion and +10% Magic Max Hit. Costs 5 Prayer Points per Player attack. (Level 76)
    • Battleheart: +35% Global Evasion, +15% of Max Hit added to Min Hit and enemies have -5% Damage Reduction. Costs 8 Prayer Points per Player attack. (Level 95)


    [h2]Adjustments to Prayer[/h2]

    • The Mystic Might prayer now provides: +5% Magic Max Hit on top of its original effect
    • Reduced the rate at which Prayer XP is earned by 2/3rds
    • Increased the Thick Skin effect to +10% Melee Evasion (up from 5%)
    • Increased the Clarity of Thought effect to +10% Melee Accuracy Rating (up from 5%)
    • Changed the Sharp Eye effect to: +10% Ranged Accuracy Rating and +10% Ranged Evasion. Was previously: +5% Ranged Accuracy Rating.
    • Increased the Rock Skin effect to +20% Melee Evasion (up from 10%)
    • Increased the Improved Reflexes effect to +20% Melee Accuracy Rating (up from 10%)
    • Changed the Rapid Heal effect to: +10 Flat Hitpoints Regeneration. Was previously: +100% Hitpoint Regeneration.
    • Changed the Hawk Eye effect to: +15% Ranged Accuracy Rating, +15% Ranged Evasion and +5% Ranged Max Hit. Was previously: +10% Ranged Accuracy Rating.
    • Increased the Steel Skin effect to +25% Melee Evasion (up from 15%)
    • Increased the Incredible Reflexes effect to +25% Melee Accuracy Rating (up from 15%)
    • Reduced the chance to dodge for Protection prayers to 80%. (down from 85%)
    • Changed the Eagle Eye effect to: +20% Ranged Accuracy Rating, +20% Ranged Evasion and +10% Ranged Max Hit. Was previously: +15% Ranged Accuracy Rating.
    • Changed the Redemption effect to: +20% Auto Eat Hitpoints Limit. Was previously: Heal +20% HP when your hitpoints fall below 10%.
    • Increased the Chivalry effect to: +30% Melee Accuracy Rating (up from 15%), +30% Melee Evasion (up from 15%), +15% Melee Max Hit (no change).
    • Changed the Piety effect to: +15% Melee Accuracy Rating and +25% Melee Max Hit. Was previously: +18% Melee Accuracy Rating, +12% Melee Max Hit and +18% Melee Evasion.
    • Changed the Rigour effect to: +15% Ranged Accuracy Rating and +20% Ranged Max Hit. Was previously: +20% Ranged Accuracy Rating, +23% Ranged Max Hit and +25% Ranged Evasion.
    • Changed the Augury effect to: +15% Magic Accuracy Rating and +15% Magic Max Hit. Was previously: +25% Magic Accuracy Rating, +10% Magic Max Hit and +25% Magic Evasion.


    [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.

    • The changes for this are listed in the Full Changelog linked at the top of this announcement.


    [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.

    • Combat Level between 100-200: 5% Damage Reduction
    • Combat Level between 201-300: 10% Damage Reduction
    • Combat Level between 301-400: 15% Damage Reduction
    • Combat Level between 401-500: 20% Damage Reduction
    • Combat Level above 501: 25% Damage Reduction


    [h3]New Monster Special Attacks & Passives[/h3]

    • Dark Horned Elite's now have a special attack: Ram (30%) - The enemy rams into you for 100% of the enemy's normal damage. On a hit inflicts a bleed that deals 100% of the damage dealt as damage over 10s.
    • Furious Horned Elite's now have a special attack: Horn Shots (30%) - Fires 3 small horns in rapid succession dealing 60% of the enemy's normal damage each (Avoidable).
    • Pegasus now has a Passive: Fleeting Defence: Evasion Ratings are multiplied by 1.3 times current Hitpoints percent.


    [h3]New Monster Item Drops[/h3]

    • The monsters in the Forest of Goo can now drop Goo. It can be used to craft new Potions.
    • The monsters in the Arid Plains can now drop Wildflowers. It can be used to craft new potions.
    • The Turkul Throwers can now drop the new Throwing Power Gloves.
    • The Druid can now drop half of the new Nature's Call Staff.
    • Raging Horned Elites can now drop the new War Axe.
    • Seething Horned Elites can now drop the new Warberd weapon.
    • Ranged Golbins can now drop the new Slingshot.


    [h3]Misc Monster Changes[/h3]

    • Increased the maximum number of Ancient Throwing Knives and Ancient Javelins that can drop from Furious Horned Elites from 30 to 45.
    • The Seething Horned Elite now attacks with Magic instead of Melee.
    • Increased the maximum number of gems the Seething Horned Elite can drop: 30 Topaz (up from 10), 20 Sapphire (up from 10) and 15 Rubies (up from 10).


    [h2]Buffs to Combat Styles[/h2]

    • Using the Stab Melee Style now provides +6 Attack Levels (Hidden)
    • Using the Defensive Magic Style now provides +6 Defence Levels (Hidden)
    • The Accurate Ranged Style now provides +6 Ranged Levels (Hidden), up from 3.


    [h2]Adjustments to Existing Equipment[/h2]
    [h3]New[/h3]

    • Green Wizard Robes now provide: +1% Damage Reduction and +2% Magic Damage Bonus on top of their original stats
    • Blue Wizard Robes now provide: +2% Damage Reduction and +3% Magic Damage Bonus on top of their original stats
    • Red Wizard Robes now provide: +3% Damage Reduction and +4% Magic Damage Bonus on top of their original stats
    • Black Wizard Robes now provide: +4% Damage Reduction and +5% Magic Damage Bonus on top of their original stats
    • Ancient Wizard Robes now provide: +6% Magic Max Hit and +6% Magic Accuracy Rating when using Surge spells on top of their original stats
    • Basic Elemental Staves now provide: +5% Magic Damage Bonus
    • Elemental Battlestaves now provide: +10% Magic Damage Bonus
    • The Priest Hat now provides: +10% chance to preserve Prayer Points on top of its existing bonuses
    • The Silver Emerald Ring now provide +8 Ranged Attack Bonus on top of its original stats


    [h3]Weapon Special Attack Changes[/h3]

    • Changed the bonus of Big Ol Ron to: For every 2000 base Max Hitpoints the enemy has (Capped at 10000): +8% Melee Strength Bonus from Equipment, +3% of Maximum Hit added to Minimum Hit and +1% Damage Reduction. Bonus is doubled if fighting a boss. Was previously: Gain +50% Melee Strength Bonus when fighting a Boss
    • Changed the special attack of the Ragnar Godsword to: Perform 3 unavoidable attacks that deal 75% of your normal damage on the 1st attack, 125% of your normal damage on the 2nd attack and 175% of your normal damage on the 3rd attack. Was Previously: Perform 3 unavoidable attacks.
    • Changed the special attack of the Aeris Godsword to: Attack 5 times for 50% of your normal damage (avoidable). Gain +20% Max Hit each time you succesfully hit, stacking up to 5 times. Stacks reset on a miss. Was Previously: Attack 5 times for 50% of your normal damage. Attacks can miss.
    • Changed the special attack of the Ancient 2H Sword to: Perform 2 attacks that deal 50% of your normal damage on the 1st attack and 200% of your normal damage on the 2nd attack. Was Previously: Perform an attack that does 200% of your normal damage.
    • Changed the special attack of the Terran Godsword to: Perform an unavoidable attack that does 200% of your max hit multiplied by your current hitpoints percent damage. Was Previously: Perform an unavoidable attack that does 100% of your max hit.
    • Increased the damage of the Twin Exiles special attack from 70% to 75%
    • Increased the damage of Tidal Edge's special attack from 500 to 600
    • Nerfed the slow effect of Ocean Song's special attack to -50% Attack Interval for 2 turns. Was previously: -60% Attack Interval for 3 turns.


    [h3]Fury of the Elemental Zodiacs[/h3]

    • The stats of Fury of the Elemental Zodiacs have been increased (See Full Changelog)


    [h3]Silver Jewelry [/h3]

    • The Silver Topaz Ring now provides: +12 Stab Attack Bonus. Was previously: +5 Melee Attack Bonuses.
    • The Silver Sapphire Ring now provides: +6 Block Attack Bonus and +12 Melee Defence Bonus. Was previously: +8 Melee Defence Bonus.
    • The Silver Ruby Ring now provides: +6 Slash Attack Bonus and +3 Melee Strength bonus. Was previously: +5 Melee Strength Bonus.
    • The Silver Topaz Necklace is now a Passive item and provides: +12 Hidden Attack Levels. Was previously: +6 Melee Attack Bonuses
    • The Silver Sapphire Necklace is now a Passive item and provides: +10 Magic Attack Bonus, +3% Magic Damage Bonus and +3% Magic Lifesteal. Was previously: +6 Melee Defence Bonus.
    • The Silver Ruby Necklace is now a Passive item and provides: +6 Hidden Strength Levels. Was previously: +5 Melee Strength Bonus.
    • The Silver Emerald Necklace is now a Passive item and provides: +6 Hidden Ranged Levels and +5% increased Ammo Preservation. Was previously: +8 Ranged Strength Bonus.
    • The Silver Diamond Necklace is now a Passive item and provides: +10% of Maximum Hit added to Minimum Hit when using a 2H Melee weapon. Was previously: +2% Damage Reduction.


    [h3]Gold Jewelry [/h3]

    • The Gold Ruby Ring now provides: +3 Flat Hitpoints Regeneration. Was previously: +10% Hitpoint Regeneration
    • Reduced the XP bonus provided by the Gold Emerald Ring from 7% to 4%.
    • The Gold Diamond Ring now makes the Protect Item Prayer cost nothing. Previously it automatically stopped combat when your hitpoints were below 10%.
    • The Gold Topaz Necklace is now a Passive item and provides: +10% GP from Monsters and +50 GP from Monsters. Was previously: +6 Ranged Attack Bonus.
    • The Gold Sapphire Necklace is now a Passive item and provides: +30 Ranged Defence Bonus and +1% Damage Reduction when fighting Ranged enemies with Melee. Was previously: +8 Ranged Defence Bonus.
    • The Gold Ruby Necklace is now a Passive item and provides: -2s Hitpoint Regeneration Interval and +20% Hitpoint Regeneration. Was previously: +4 Ranged Attack Bonus and +4 Ranged Strength Bonus.
    • The Gold Emerald Necklace is now a Passive item and provides: +30 Magic Defence Bonus and +1% Damage Reduction when fighting Magic enemies with Ranged. Was previously: +2 Melee Attack Bonuses and +8 Melee Defence Bonus.
    • The Gold Diamond Necklace is now a Passive item and provides: +30 Melee Defence Bonus and +1% Damage Reduction when fighting Melee enemies with Magic. Was previously: +5 Melee Attack Bonuses, +5 Melee Strength Bonus and +5 Melee Defence Bonus.


    [h3]Miscellaneous Equipment Changes[/h3]

    • The Obsidian Cape now provides: +1 Melee Defence Bonus for every Defence Level you have and +1 Ranged Defence Bonus for every Ranged level you have. Previously it provided: +9 Melee Defence Bonus and +9 Ranged Defence Bonus.
    • Increased the Magic Damage Bonus of Mystic Elemental Staves from +5% to +20%
    • Increased the rune reduction quantity of all Elemental Staves by 2.
    • Reduced the Slash and Block Attack Bonuses of Battleaxes by 50%
    • Increased the Melee Strength Bonus of Battleaxes by 75%
    • Increased the Melee Attack Bonuses of the Attack Skillcape from 10 to 30
    • Increased the Melee Strength Bonus of the Strength Skillcape from 10 to 15
    • Increased the Defence Bonuses of the Defence Skillcape from 49 to 80


    [h2]Adjustments to Standard Magic Spells[/h2]

    • Doubled the Air rune cost of all Air spells
    • Increased the base damage of all Water spells by 5
    • Increased the base damage of all Earth spells by 10
    • Increased the base damage of all Fire spells by 15

    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]

    • Lowered the Melee vs. Magic Damage Reduction penalty from 0.5x to 0.75x in Standard Mode
    • Lowered the Melee vs. Magic Damage Reduction penalty from 0.25 to 0.5x in Hardcore and Adventure Mode


    [h2]Adjustments to Slayer Area Effects[/h2]
    [h3]New[/h3]

    • Penumbra now has the effect: -10% Accuracy Rating.
    • Strange Cave now has the effect: -15% Global Evasion.
    • High Lands now has the effect: Enemies heal 20% of their current hitpoints every 5 turns.
    • Holy Isles now has the effect: +20% Prayer Point Cost
    • Forest of Goo now has the effect: +10% Attack Interval
    • Desolate Plains now has the effect: -100% Hitpoint Regeneration

    [h3]Changes[/h3]

    • The Runic Ruins effect has been increased to -50% Magic Evasion if your Attack Style is not Magic. (up from -40%)
    • The Arid Plains effect has been decreased to -30% Food Efficiency. (down from -40%)
    • The Perilous Peaks effect has been increased to -60% Evasion Ratings. (up from -40%)
    • Changed the phrasing of the Dark Waters effect to be more consistent with other game terminology.


    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:

    • Agility
    • Summoning
    • Astrology
    • Alt. Magic
    • Melee Combat
    • Ranged COmbat
    • Magic Combat
    • Prayer
    • Slayer
    • Shop

    All non-Combat skills now have these additional stats:

    • Total actions performed
    • Time spent in Skill
    • Total items created
    • Total resources used
    • Total resources preserved

    Some new notable Stat additions:

    • Account Age (Not retroactive)
    • Signet Ring Halves Missed

    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]

    • The Item Log now as some minor UI changes to make it look nicer
    • You can now search for items within the Item Log
    • Hovering/tapping on a hidden item will now tell you the name of the Item that is yet to be discovered.
    • Theres a few new Item Log filtering options - Show All, Show Discovered Items, Show Undiscovered Items.

    [h2]Updated Monster & Pet Log[/h2]

    • Minor UI facelift the Monster & Pet Log, increasing the size of the images.
    • Monster Log is now separated into Normal Monsters and Dungeon Bosses at the bottom.

    [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]

    • Reaching Level 99 in any Skill
    • Achieving 100% Completion
    • Achieving 100% Mastery
    • Achieving 100% Items
    • Achieving 100% Monsters
    • Achieving 100% Pets


    [h2]Updated Popup UI for Milestones[/h2]
    Some Milestones have received a new UI to better communicate the achievement you reached:

    • Levelling up any Skill now has a nice popup at the top of the screen.
    • Achieving Level 99 Mastery for any item will provide a similar popup at the top of the screen.
    • Fireworks :D


    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:

    • Firemaking
    • Mining

    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:

    • Mining nodes now passively regenerate 1 HP every 10 seconds.
    • Depleting a node will still act the same as before and restore it to full HP after a set time period.

    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:

    • Running from Combat will now automatically loot everything in the Loot container. No more accidental lost loot.
    • There is a new Looting Shop Upgrade - Unlocks the ability for all items to Stack within the Loot Container.
    • Increased the Loot Container to 100 slots, up from 16. This should allow for a majority of items to stay inside the loot container with the stacking shop upgrade unlocked.


    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.


  • [ 2021-11-11 02:56:44 CET ] [ Original post ]

    Melvor Idle is officially being published by Jagex!

    Hello everyone!

    Its been a massive week in terms of announcements, and today I have some absolutely amazing and exciting news to share with you all.

    Melvor Idle is officially being published by Jagex!

    Jagex is a company I have looked up to since I was incredibly young. They have created an amazing product that continues to expand today, even after all these years. For them to partner up with me to bring Melvor Idle into the spotlight is something I could only dream of.

    Starting out as a solo developer and taking that leap into video game development was something I always wanted to do. For Jagex to appreciate and love the product I have created, so much that they want to join me in this journey, is something that leaves me quite speechless (in a good way).

    The amount of support and resources they will bring to Melvor Idle which will directly aid in its growth and development is substantial. Their passion for Melvor Idle is extremely clear, and throughout my discussions with various team members I can see how much they love and enjoy the game.

    The experience and knowledge they have will directly aid in the expansion of Melvor Idle. With Jagex by my side, the possibilities are endless for Melvor Idle and beyond.

    I can assure you that Jagex has the right mindset going forward with Melvor Idle. They understand and share my values around creating video games, and will continue to directly support those moving forward. They have massive amounts of love and respect for the Melvor Idle community, and will continue to drive Melvor Idle forward with a community-driven approach.

    Read the official Press Release here: https://www.jagex.com/en-GB/news/5tC3Qr/jagex-announces-partnership-to-publish-melvor-idle

    Melvor Idle x Jagex FAQ - Important Questions and Concerns Answered: https://www.reddit.com/r/MelvorIdle/comments/qde13n/melvor_idle_x_jagex_faq_important_questions_and/


    [ 2021-10-23 06:08:43 CET ] [ Original post ]

    ANNOUNCING - MELVOR IDLE V1.0 - NOVEMBER 2021

    Hello everyone!

    Today I am extremely excited to announce that Melvor Idle will be hitting v1.0 in November 2021!

    To be able to come out and finally announce this is still unbelievable to me. Never did I expect what Melvor Idle would bring when I first released it back in September 2019 for everyone to try.

    Melvor Idle has come such a long way over these last 2 years. Going through countless changes, content updates, reworks and releases. Being able to finally announce that v1.0 is so close means so much to me.

    I will try and keep this announcement short and straight to the point!

    What will be included in v1.0?
    As per the Roadmap, here are the Major Updates that are included:


    • Endgame Content Part 3
    • New Skill
    • In-Game Tutorial
    • Finished Golbin Raid
    • Updated Completion Logs
    • Statistics 2.0

    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:

    • 4th Equipment Set
    • Running from Combat will Loot All (No more accidental Loot loss)
    • All Potions will work Offline
    • Custom Bank Sorting - Defined by you
    • Amulet of Looting & Auto-Loot QoL
    • Plant "Selected" Crops - Pre-define what crops are planted on each plot for easy crop management.

    [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


    [ 2021-10-15 03:29:58 CET ] [ Original post ]

    Minor Update - Alpha v0.22.1

    Changelog

    [h3]New:[/h3]


    • Added visual interval indicators to both Active and Passive Cooking buttons.
    • The Cloud is currently auto-saving on a 4 hour interval.

    [h3]Changes:[/h3]

    • Doubled the drop rate of Ancient D-Hide Body, Ancient Crossbow and Twin Exiles from Elder Chest obtained within Dragons Den.
    • Adjusted Green/Blue/Red/Black Dragon Special Attack chances to 10/20/30/40%, down from 40/40/40/40%
    • Adjusted Green/Blue/Red/Black Dragon Hide drops from respective Dragons to 15/20/25/30, up from 10/10/10/10
    • Dropped Lesser Sandstorm Special Attack in Arid Plains to 30%, down from 100%.
    • Reduced cooked food requirement for most Agility Obstacles by 50-60%
    • Basic Soup no longer requires Carrots, but now needs 2 potatoes instead of 1.
    • Hearty Soup no longer requires Carrots
    • Chicken Soup now heals for 110 HP, up from 96
    • Cream Corn Soup now heals for 58 HP, up from 48
    • Cows now drop up for 6 Raw Beef, up from 4.
    • Updated Clue Chasers Insignia description to be more clear.
    • Clue Chasers Insignia bonus now applies to Mysterious Stones.

    [h3]Fixed:[/h3]

    • Fixed issue where Passive Cooking offline didn't include Cooking Interval reductions
    • Fixed tooltip in Thieving for Thieving Gloves showing incorrect bonus.
    • Fixed tooltips not showing in the "You Have" section of Cooking
    • Adjusted Special Attack description for Spider King to show it is unavoidable.
    • Fixed Alchemist's Bag consumption issues in Combat.
    • Fixed off-by-one Bank error that caused incorrect items to be moved.
    • Leprechaun + Salamander now provide the correct Summoning XP.
    • Fixed Clue Chaser's Insignia applying its bonus to Rare and Unique Thieving drops unintentionally.
    • Devil + Leprechaun Synergy no longer gives Rare/Unique Thieving items when it rolls no items.
    • Corrected Plant Potato drop rate to actually be 100%
    • Further fixes applied to Offline calculations.

    These fixes have already been applied to the game in the last week:

    • Corrected Seed Bag Milestone.
    • Collecting items from the Cooking Stockpile with a full Bank will no longer destroy the items.
    • Fixed floating point errors within Golbin Raid for food healing value.
    • (Steam) Fixed Zoom setting causing saves to not load.
    • Fixed broken Summoning Recipe tooltips.
    • Raw Sharks now sell for 0 GP as intended.
    • Fixed issue causing Cloud sessions to expire after 24 hours of online activity.


    [ 2021-10-06 08:04:16 CET ] [ Original post ]

    [MAJOR UPDATE] Alpha v0.22

    Major Update Introduction
    This Major Update includes reworks to Cooking and Thieving, while also rebalancing a lot of existing content and introducing new Quality of Life features to the game.

    The aim of Skill reworks is to bring them in line with the original intention of the Skill, and to adjust those that seem to be lacking behind in their original functionality.

    An unfortunate thing with some Skill Reworks, specifically with the Cooking Rework, is that changes are made that will directly affect existing Players. With Reworks, the intention is to minimize this, while ensuring the original intention of the Skill is met for new players coming into the game.

    The Cooking Rework was one of the hardest Skill reworks to plan due to the impact it would have on existing players. It was changed many times during planning phases, and there was no way we could rework the Skill without affecting players in some shape or form. We do try to avoid this as much as possible, but the unfortunate delicate process of fixing something that isn't right comes with downsides when comparing to what it once was.

    I hope you can all understand that the changes that may affect you were done in good faith, and were done to ensure the progression of the game is what it was originally intended to be. We did everything we could to minimize impact on existing players, which was an extremely difficult task to undertake.

    This is why I have included the Thieving Rework as part of this update - There is nothing but new content for you to explore, more items for you to discover that help throughout the game, and buffs in every corner to make Thieving something special. It now serves a purpose in the game and I hope you all enjoy what there is to discover.

    Now, enough of me talking, let's check out the update!

    Thieving Rework
    [h2]Introduction[/h2]
    Thieving has always been one of the most lackluster Skills in the game. Providing no real benefits to the game apart from a few items, as well as having no purpose late game other than to pickpocket the Farmer was a sure enough factor to rework the Skill.

    The aim of this rework is to transition the Skill into an early to mid-game Skill while providing unique bonuses and content that you cannot find anywhere else. We also wanted to ensure Thieving remained viable and somewhat important late-game by the use of consumable items you can only obtain via this Skill.

    Due to the nature of this rework, it was not possible to award any Thieving Offline Progress if you were doing so when the update dropped. You will be greeted with some flavour text upon your return.

    [h2]New NPCs and Unique Drops[/h2]
    We have introduced 15 brand new helpless NPCs for you to pickpocket, many of which are home to unique items that can only be found in Thieving.

    NPCs also now reside in different areas or locations (Kind of like Fishing). Alongside the unique drops from the NPC themselves, you are also able to find unique "area" items which only drop from NPCs within the respective location.

    [h2]The Art of Stealth[/h2]
    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:


    • Your success rate is determined by: 100 x (100 + Stealth) / (100 + Perception) %
    • Your chance to double items is increased by: 25 x (Stealth / Perception) %
    • Your chance to receive an NPC's unique item is: ((100 + Stealth) / Perception) / 100 %

    Stealth can be increased in a number of ways:

    • Increasing your Thieving level
    • Increasing your Mastery level
    • Filling your Thieving Mastery Pool
    • Equipping items with Stealth bonuses
    • Potions from Herblore
    • Agility Courses

    [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:

    • Golbin from 10 to 8
    • Lumberjack from 20 to 61
    • Farmer from 30 to 39
    • Fisherman from 40 to 54
    • Chef from 50 to 34
    • Miner from 60 to 70
    • Knight from 75 to 88

    The base xp of NPCs has been adjusted:

    • Lumberjack from 20 to 62
    • Farmer from 30 to 36
    • Fisherman from 45 to 46
    • Chef from 55 to 31
    • Miner from 65 to 73
    • Knight from 90 to 107

    The maximum GP of NPCs has been adjusted:

    • Man from 20 to 100
    • Golbin from 50 to 175
    • Lumberjack from 100 to 500
    • Farmer from 120 to 400
    • Fisherman from 140 to 450
    • Chef from 160 to 300
    • Miner from 180 to 550
    • Knight from 200 to 750

    The Max Hit of NPCs has been adjusted (Standard Mode numbers):

    • Man from 10 to 22
    • Golbin from 20 to 40
    • Lumberjack from 30 to 155
    • Farmer from 30 to 137
    • Fisherman from 40 to 101
    • Chef from 40 to 108
    • Miner from 40 to 180
    • Knight from 50 to 241

    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:

    • Thieving now has the same resistance to browser throttling that combat has
    • Offline and Online thieving are now consistent with eachother as they use the same codebase.
    • Mastery now levels up offline and provides the benefits instead of using the fixed mastery level you had when you went offline
    • Food is now consumed while Thieving offline
    • You can now offline thieving even if your successrate isn't 100%; however, it is now also possible to die. A warning is included in game on the Thieving Page, and must be enabled to allow for Offline Thieving.

    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:

    • No Skill XP, Mastery XP, Mastery Pool XP or Bonuses are provided to Passively Cooked Food. This is solely a Food production mechanic.
    • It takes 5 times as long to Passively Cook a Product than it does to Actively Cook (subject to balance during Test).
    • Recipe costs are the same.
    • Passive Cooks do not count as an "action", therefore they cannot roll for Pets, Mastery Tokens, or other Global Rare Items.
    • Passive Cooking does work Offline, and your Passively Cooked Food will be stored in your Stockpile. The Offline Progress notification will tell you what has been stored in the stockpile.


    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.

    • Cooking Upgrade 1 - Automatically equip Food that is Actively Cooked if that Food is already equipped, or an empty Food slot is available. This can be toggled on or off.
    • Cooking Upgrade 2 - When running out of Food in Combat, automatically swap to a different Food Slot that contains food. This can be toggled on or off.


    [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).:

    • Healing value for all Farming products has been nerfed quite a lot, in favour of using these products in Cooked Products.
    • The base interval for Cooking Carps, Sharks, Cave Fish, Manta Rays and Whales has been increased.
    • The base sale price for above-mentioned Fish has been increased to accommodate for the increased intervals.
    • The minimum base interval in Fishing for all Cookable Fish has been increased. Maximum base interval remains unchanged. This means on average they will take longer to catch.

    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:

    • All Monsters within the Spider Forest Dungeon now have a Special Attack which introduces the brand new Poison mechanic.
    • All Monsters within the Icy Hills Combat Area, and Frozen Cove Dungeon now have a Special Attack, introducing the brand new Frostburn ailment.
    • All Monsters within the Dragon Valley Combat Area now have a Dragonbreath Special Attack (Weaker than existing ones). This also means these Monsters that appear in the Dragon's Den also contain the new Special Attack.
    • All Monsters within the Arid Plains Slayer Area now have a Lesser Sandstorm Special Attack. The Sandbeast keeps it's existing Sandstorm Special Attack.
    • The Elementalist now has 4 different Special Attacks. All with a low chance to proc, they will either inflict Stun, Burn, Freeze or Frostburn upon you.
    • The Bandit Leader in the Bandit Camp Dungeon has a new Special Attack.
    • The Elder Dragon in the Dragon's Den also has a Special Attack now.


    [h2]Food Healing Changes (Standard Mode numbers)[/h2]
    Decreased the healing of:

    • Seahorses from 130 to 120
    • Potatoes from 10 to 3
    • Onions from 20 to 6
    • Cabbage from 30 to 9
    • Tomatoes from 40 to 13
    • Sweetcorn from 50 to 16
    • Strawberries from 60 to 20
    • Watermelons from 70 to 36
    • Snape Grass from 80 to 40
    • Carrots from 90 to 28

    [h2]Base Cooking Interval Changes[/h2]
    Decreased the base Cooking Interval of:

    • Shrimp from 3s to 2s
    • Sardine from 3s to 2s

    Increased the base Cooking Interval of:

    • Seahorses from 3s to 4s
    • Trout from 3s to 4s
    • Salmon from 3s to 4s
    • Lobster from 3s to 5s
    • Swordfish from 3s to 5s
    • Anglerfish from 3s to 6s
    • Fanfish from 3s to 6s
    • Crab from 3s to 7s
    • Carp from 3s to 7s
    • Shark from 3s to 8s
    • Cave Fish from 3s to 9s
    • Manta Ray from 3s to 10s
    • Whale from 3s to 11s

    [h2]Base Cooking Skill XP Changes[/h2]
    Increased the base Cooking Skill XP of:

    • Seahorses from 40 to 50
    • Trout from 25 to 33
    • Salmon from 30 to 40
    • Lobster from 40 to 66
    • Swordfish from 50 to 83
    • Anglerfish from 60 to 100
    • Fanfish from 60 to 120
    • Crab from 70 to 140
    • Carp from 75 to 150
    • Shark from 80 to 186
    • Cave Fish from 100 to 233
    • Manta Ray from 125 to 291
    • Whale from 150 to 400

    [h2]Food Sale Price Changes[/h2]
    Increased the sale price of:

    • Seahorses from 50 to 65
    • Trout from 20 to 27
    • Salmon from 43 to 58
    • Lobster from 81 to 108
    • Swordfish from 100 to 134
    • Anglerfish from 125 to 209
    • Fanfish from 150 to 250
    • Crab from 168 to 280
    • Carp from 237 to 395
    • Shark from 337 to 674
    • Cave Fish from 269 to 538
    • Manta Ray from 812 to 1624
    • Whale from 1024 to 2048

    [h2]New Agility Obstacles[/h2]

    • Tier 3 - Burning Coals - +3% Cooking Skill XP, +5% Successful Cook Chance, -5% Damage to all Monsters.
    • Tier 5 - Rooftop Run - +3% Thieving Skill XP, +20% GP gained via Thieving, -0.2s Thieving Interval, +35 Stealth, -10% Damage to All Monsters.
    • Tier 8 - Sweltering Pools - +3% Mastery XP in Cooking, -3% Cooking Interval, +10% Healing Value for Food, +10% Auto Eat Efficiency, -20% Global Preservation Chance.

    [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:

    • Brand new UI inside of a popup that is much more pleasing to look at, with a layout that can fit more Potions on one screen.
    • You can now disable an active Potion by clicking the "Cancel" button.
    • You can now toggle "Auto Re-use Potion" on a per Skill basis from the new UI. This is no longer a Global Setting (Remember Combat is still classed as one Skill).
    • Added new filter settings to hide selected Potion Tiers. Your active Potion will always show.

    [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:

    • Provides +20% Damage to all Monsters when you have 100% HP.
    • Has a Special Attack chance of 100%, meaning it will always proc.
    • Roughly 2 times more common to obtain from the Pirate Booty chest.
    • Has a reduced Special Attack Lifesteal bonus of 20%, down from 25%.

    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]

    • Added 15 new Cooking Products that can be Cooked.
    • Added a "Perfect Cook" version for all products that can be Cooked. These items have +10% HP Healing Value and +50% Item Sale Price than their originals.
    • Added 2 new Cooking Utilities - Furnace & Pot (Obtained via the Shop).
    • Added 3 New Cooking Ingredients to the Materials section of the Shop
    • Added new Farming Allotment - Cherries (And Cherry Seeds)
    • Added new Farming Tree - Apples (And Apple Tree Seeds)
    • Added 15 New Thieving NPCs
    • Added 54 New Unique Items to Thieving
    • Added 3 New Agility Obstacles listed above
    • Added 8 New Shop ugprades for Cooking
    • Added 4 New Crafting Recipes for Skilling Bags
    • Added a Fletching Recipe for Jadestone Bolts. Jadestones can be acquired via Thieving only.
    • Cooking Upgrade 1 - Automatically equip Food that is Actively Cooked if that Food is already equipped, or an empty Food slot is available. This can be toggled on or off.
    • Cooking Upgrade 2 - When running out of Food in Combat, automatically swap to a different Food Slot that contains food. This can be toggled on or off.
    • The Potion UI has been reworked and updated, now giving you nicer filtering options as well as more settings for Potions.
    • You can now enable/disable Auto reuse potions from the new Potion UI for each individual Skill. This is no longer a global setting.
    • Cherry Seeds can now be obtained from the Bird Nest.
    • New Special Attack Debuff - Poison - Deal 10% of max HP as dmg over 10 seconds
    • All Monsters within the Spider Forest Dungeon now have a Special Attack - Venom (25%) - Applies Poison on hit.
    • All Monsters within the Icy Hills Combat Area, and Frozen Cove Dungeon now have a Special Attack, introducing the brand new Frostburn ailment - 30% chance when Enemy hits you applies Frostburn which slows you for 10% for 3 turns and deals 3% of your Current HP as damage (in addition to existing damage) for each of the turns.
    • All Monsters within the Dragon Valley Combat Area now have a Dragonbreath Special Attack (Weaker than existing ones). It also has a chance to apply Burn to you. This also means these Monsters that appear in the Dragon's Den also contain the new Special Attack.
    • All Monsters within the Arid Plains Slayer Area now have a Lesser Sandstorm Special Attack. The Sandbeast keeps it's existing Sandstorm Special Attack.
    • The Elementalist now has 4 different Special Attacks. Each with a 5% to proc, they will either inflict Stun, Burn, Freeze or Frostburn upon you.
    • The Bandit Leader in the Bandit Camp Dungeon has a new Special Attack - Rapid Fire (20%) - Buffs Enemy Attack Interval by +10% for 2 turns and fires a volley doing 2 normal hits.
    • The Elder Dragon in the Dragon's Den also has a Special Attack now - Burning Fireball (40%) - Shoots a fireball dealing 450 dmg and applies burns if hit, avoidable
    • Chickens now also drop up to 4 Raw Chickens (Don't ask me how).
    • Egg Chest from the Chicken Coop Dungeon now drops up to 40 Raw Chicken (50% chance).
    • Cows now also drop up to 4 Raw Beef.
    • Added new Skilling Items to their respective Skilling Minibars
    • The mini sidebar option in the Settings is now saved
    • Added a Level 50 Thieving Mastery Bonus: -0.2s Thieving Interval
    • Added Monster -0.2s Respawn Timer to Combat Agility Pillar
    • Quantities for Item Recipes in Crafting related skills now display their exact quantity on mouse hover / tap.
    • Added a loot table to the Golbin Thieving NPC
    • The Book of Occults now also provides +20% Summoning Max Hit
    • The icons for costs within the Shop now have tooltips.
    • Added +10% Agility GP Gain to Agility Skillcape as an additional bonus to the existing one.
    • Steam Only - Added Zoom Levels for 110%, 120% and 130% in Settings.


    [h3]CHANGES:[/h3]

    • The Setting menu has been revamped to use toggles and dropdowns
    • Improved the contrast of damage splashes, and made them appear on the hitpoints bar at the point that damage was taken
    • The Spend Mastery XP screen is now sorted for Agility, Thieving and Farming
    • Chickens now have a 50% chance to drop Feathers due to Raw Chicken drop, down from 100%
    • Chickens can now drop up to 90 Feathers, up from 45 to accommodate for the Raw Chicken drop inclusion.
    • Cows now have a 50% chance to drop Leather due to Beef drop, down from 100%
    • Cows can now drop up to 6 Leather, up from 3 to accommodate for the Beef drop inclusion.
    • Egg Chest now has a 50% chance to drop Feathers to accommodate for the Raw Chicken drop inclusion.
    • Increased Feather drops from Egg Chest to 1000, up from 400.
    • The Plant now drops up to 3 Potatoes, up from 1.
    • The Plant now has a 100% chance to drop an item on death, up from 75%.
    • Changed the bonus of Thieving Gloves to: +75 Thieving Stealth
    • The Ancient Sword now additionally provides +20% Damage to all Monsters when you have 100% HP
    • The Ancient Sword special attack now has a 100% chance (up from 20%). The lifesteal of the attack has been decreased to 20% (down from 25%).
    • The Ancient Sword is now roughly 2 times more common from Pirate Booty
    • Changed the bonus of the Thieving Skillcape to: -0.5s Thieving Interval, +100% GP from Thieving and +150 Thieving Stealth
    • Buffed Regeneration Potions. They now provide +[30,60,100,150]% Hitpoint Regeneration (up from +[3,5,8,12]%) and have [15,25,40,60] charges (up from [5,8,10,15])
    • Changed the bonus of Gentle Hands Potions to +[15,30,50,75] Thieving Stealth
    • Changed the increased Thieving Success rate of Gloves of Silence to +50 Thieving Stealth and -0.1s Thieving Interval
    • The Thieving Game Guide has been rewritten with information on the new mechanics
    • Renamed the Farmer NPC to Bob the Farmer
    • Adjusted the loot tables of the Lumberjack, Fisherman, Chef, Miner and Knight NPCs
    • Refactored the Shop menu. It should have improved performance and now update more consistently.
    • Reduced the base GP values of all Agility obstacles by 20%
    • Changed the 10% Thieving Mastery Pool Checkpoint Bonus to: +30 Thieving Stealth, +3% increased Thieving XP
    • Changed the 25% Thieving Mastery Pool Checkpoint Bonus to: -0.2s Decreased Thieving Interval, +3% increased Thieving Mastery XP
    • Changed the 50% Thieving Mastery Pool Checkpoint Bonus to: +100% increased gold from Thieving
    • Changed the 95% Thieving Mastery Pool Checkpoint Bonus to: +100 Thieving Stealth, chance to gain unique area items from Thieving is tripled
    • Changed the level scaling Thieving Mastery Bonus to: +1 Thieving Stealth per Mastery Level, +1% GP from thieving per Mastery Level
    • Changed the level 99 Thieving Mastery Bonus to: +75 Thieving Stealth
    • Changed the drop rate of Chapeau Noir from 1 in 10000 to 1 in 20000
    • Cris, the Cooking Pet, now provides +5% chance to double items in Cooking. Nothing changed other than the wording to accommodate for the inclusion of Non-Fish Food.
    • Cooking Gloves from the Shop now provides +10% chance to successfully Cook an item, instead of "Never burn an item".
    • Increased Bank Slot Shop purchase limit on Hardcore Characters to 88, up from 78.
    • Changed the Leprechaun Monkey Synergy to: Upon receiving a Common Drop from Thieving, automatically sell it for 1500% of its base sale price.
    • Changed the Pig Mole Synergy to: Cooking Success Rate is capped at 75%. Grants 100 Coal Ore when faling to Cook Food.


    [h3]FIXES:[/h3]

    • This list is quite small due to the amount of bugs that were hotfixed over the last few weeks.
    • Fixed display of agility modifiers on 99 Mastery obstacles
    • Fixed skill gloves being unbuyable from the shop when lost from dying or Alt. Magic
    • Fixed issue where popups would sometimes replace the Welcome Back from Offline popup
    • Dismissing the Offline Combat Disabled message (Without enabling it) will now keep that notice dismissed on reload for that character only (You need to dismiss it once per character per device)
    • Fixed actions that intterupt your attack (e.g. Manually eating) not reseting multi-hit special attacks
    • Fixed game using wrong combat triangle in Adventure and Hardcore mode
    • Fixed global player object being reassigned when viewing equipment stats in golbin raid (this fixes a number of issues with the bank showing raid equipment, and burying bones not giving prayerpoints)
    • Fix Dragon-Minotaur Synergy removing modifiers from player when player burn DOT was removed while enemy was spawning
    • Fix DOTs not saving correctly
    • Fix Dragon-Minotaur Synergy not being applied when loading the game
    • Fix Unicorn-Wolf Synergy giving only 1% bleed lifesteal. It now provides the correct 50%.
    • Fixed bank sort order of (G) Dragon Helmet and Hard Leather Gloves
    • Fixed skilling minibar not updating when gaining an item that belongs on it
    • Fixed bones selected in bank showing that they grant 0 Prayer Points
    • Fixed Smithing Glove tooltip on Smithing Page
    • Fixed Pet Master Achievements on Steam requiring pets that don't count for completion
    • Fixed Finn the Cat's description on adventure mode
    • Fixed Summoning Milestones using the old images for familiars
    • Fixed Alt. Magic not highlighting in sidebar when casting Alt. Magic spells
    • Fixed Alt. Magic spells not unlocking when returning from offline progress or tabbing out
    • Fixed typo in Mole Salamander synergy (verion -> version)
    • Fixed async bugs with offline pause feature. This should fix the "null" errors that popped up frequently.
    • Fixed multiple offline progress modals from tabbing out not working correctly
    • Development Roadmap link on character selection should now work
    • IOS Only - Potentially fixed issue causing App to crash on load when connected to WiFi.
    • Steam Only - Zoom Level from Settings will remember its value and default to it on load of a Character.


    [ 2021-09-29 05:19:00 CET ] [ Original post ]

    Announcing: Thieving Rework

    Introduction
    Thieving has always been one of the most lackluster Skills in the game. Providing no real benefits to the game apart from a few items, as well as having no purpose late game other than to pickpocket the Farmer was a sure enough factor to rework the Skill.

    The aim of this rework is to transition the Skill into an early to mid-game Skill, providing unique bonuses and content that you cannot find anywhere else. We also wanted to ensure Thieving remained viable and somewhat important late-game by the use of consumable items you can only obtain via this Skill.

    Due to the nature of this rework, it was will not be possible to award any Thieving Offline Progress if you were doing so when the update drops. You will be greeted with some flavour text upon your return. I am very sorry about this, and it is an unfortunate issue of reworks and games that have not finished development. I hope the below changes make up for the potential lost progress during this time.

    New NPCs and Unique Drops
    We are introducing 15 brand new helpless NPCs for you to pickpocket, many of which are home to unique items that can only be found in Thieving.

    These unique items will assist in pretty much all areas of the game, providing some impressive bonuses for you to explore.

    NPCs also now reside in different areas or locations (Kind of like Fishing). Alongside the unique drops from the NPC themselves, you are also able to find unique "area" items which only drop from NPCs within the respective location.

    [h2]Unique Drop Examples[/h2]
    Here are some bonuses you can find with the new Thieving unique drops:


    • Unique items only found in Thieving to allow for high level Crafting for late game players
    • Increased Combat Stats
    • Increased Food Healing
    • Increased Skill & Mastery XP
    • Increased Farming Yields
    • Increased Item Doubling
    • Increased GP gained from various sources
    • Increased Fishing items

    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:

    • Success rate to pickpocket.
    • Chance to double items.
    • Chance to receive an NPC's unique item.

    This information and the % numbers/chances are displayed in the new Thieving Interface.

    Stealth can be increased in a number of ways:

    • Increasing your Thieving level
    • Increasing your Mastery level
    • Filling your Thieving Mastery Pool
    • Equipping items with Stealth bonuses
    • Potions from Herblore
    • Agility Courses
    • Balance Changes

    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:

    • Thieving now has the same resistance to browser throttling that combat has
    • Offline and Online thieving are now consistent with each other as they use the same codebase.
    • Mastery now levels up offline and provides the benefits instead of using the fixed Mastery Level you had when you went Offline
    • Food is now consumed while Thieving Offline
    • You can now offline thieving even if your success rate isn't 100%; however, it is now also possible to die


    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:

    • Auto Eat from the Shop is required to survive Offline.
    • You no longer require 90% Success Rate to Thieve Offline. You can do it whenever you are prepared.
    • Food is used Offline in Thieving.
    • Damage Reduction does still reduce the Max Hit of NPCs.


    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


    [ 2021-09-13 04:21:44 CET ] [ Original post ]

    Announcing: Cooking Rework

    Introduction
    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.

    Some much requested Quality of Life features have been added, alongside a new Passive Cooking mechanic that should provide an extra pair of hands throughout your Melvor journey.

    Cooking Furnace and Cooking Pot
    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.

    Active Cooking and Passive Cooking
    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.

    [h2]Active Cooking[/h2]
    This is your standard way to Cook Food. This will provide you with Skill XP, Mastery XP, Mastery Pool XP and all relevant bonuses and items relating to the Food you are Cooking.

    Only one product can be Actively Cooked at any given time.

    [h2]Passive Cooking[/h2]
    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 on the Cooking Fire and can then 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:


    • No Skill XP, Mastery XP, Mastery Pool XP or Bonuses are provided to Passively Cooked Food. This is solely a Food production mechanic.
    • It takes much longer Passively Cook a Product than it does to Actively Cook it.
    • Recipe costs are the same.
    • Passive Cooks do not count as an "action", therefore they cannot roll for Pets, Mastery Tokens, or other Global Rare Items.
    • Passive Cooking does work Offline, and your Passively Cooked Food will be stored in your Stockpile. The Offline Progress notification will tell you what has been stored in the stockpile.
    • Passive Cooking is a Food generation mechanic that is designed to be used alongside any item you are Actively Cooking.

    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.

    • Cooking Upgrade 1 - Automatically equip Food that is Actively Cooked if that Food is already equipped, or an empty Food slot is available. This can be toggled on or off.
    • Cooking Upgrade 2 - When running out of Food in Combat, automatically swap to a different Food Slot that contains food. This can be toggled on or off.

    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).:

    • Healing value for all Farming products have been nerfed quite a lot, in favour of using these products in Cooked Products. These Farming products are used in the items that provide the highest HP healing value other than Whales and Manta Rays.
    • The base interval for Cooking Carps, Sharks, Cave Fish, Manta Rays and Whales has been increased.
    • The base sale price for above-mentioned Fish has been increased to accommodate for the increased intervals.
    • The minimum base interval in Fishing for all Cookable Fish has been increased by 1s - 3s. Maximum base interval remains unchanged. This means on average they will take longer to catch.
    • The healing value of Fish remain unchanged.

    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:

    • All Monsters within the Spider Forest Dungeon now have a Special Attack which introduces the brand new Poison mechanic.
    • All Monsters within the Icy Hills Combat Area, and Frozen Cove Dungeon now have a Special Attack, introducing the brand new Frostburn ailment.
    • All Monsters within the Dragon Valley Combat Area now have a Dragonbreath Special Attack (Weaker than existing ones). This also means these Monsters that appear in the Dragon's Den also contain the new Special Attack.
    • All Monsters within the Arid Plains Slayer Area now have a Lesser Sandstorm Special Attack. The Sandbeast keeps it's existing Sandstorm Special Attack.
    • The Elementalist now has 4 different Special Attacks. All with a low chance to proc, they will either inflict Stun, Burn, Freeze or Frostburn upon you.
    • The Bandit Leader in the Bandit Camp Dungeon has a new Special Attack.
    • The Elder Dragon in the Dragon's Den also has a Special Attack now.

    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


    [ 2021-09-10 03:32:54 CET ] [ Original post ]

    Major Update - Alpha v0.21 - OFFLINE COMBAT

    Introduction
    This Major Update is a lot different than all previous ones released. It focuses on providing an extremely important feature to the game, as well as fixing a lot of issues that have been present.

    The lack of new content or changes to explore in this update might be disappointing to some, but I hope what it does provide is the functionality and stability you have been looking for in Melvor Idle.

    I also want to point out that pretty much all credit for this update must be handed over to Coolrox95. He was the one who developed the Combat Rewrite and Offline Combat portion of this update. It has allowed for easier growth and scalability within the game, and also enabled one of the most important and highly requested features of the game to become a reality.

    I ask that you pass on all thanks to him for this, as this update is not mine to take any credit for.

    Combat Rewrite
    It was well overdue, but the complete rewrite of Combat has been done. This rewrite will allow for faster development, as well as cleaning up many inconsistencies that exists throughout the previous Combat system.

    [h2]What has Changed?[/h2]
    Most of the rework focused on the back-end side of things, changing the way Combat itself works and operates behind the scenes.

    From a general player perspective, you won't notice much of a change at all. There are a few new QoL additions which are detailed below.

    The most important change is that Combat has been transitioned to a tick-based system. What this means is that Combat performs its operations every 50ms, allowing for accurate calculations as well has increasing general performance.

    [h2]New Stuff & QoL[/h2]
    There's a few new features and QoL that you will enjoy:


    • All buffs and debuffs will now display as an icon next to your HP (As well as the Enemy's). They also contain a tooltip detailing their effects and a number showing how many turns are remaining on the debuff.
    • Improved Damage Splashes allow for better visualization of when players/enemies are damaged and healed, and what source the damage is from
    • Special Attack descriptions that contain buffs/debuffs will now highlight the buff/debuff in a different text colour.
    • 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.
    • 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).
    • There is now a Setting to disable Combat Progress bars if they are causing performance issues.
    • Due to the tick-based functionality, the new Combat system will mitigate browser throttling automatically by comparing timestamps and awarding you the correct progress if a large enough difference is detected.
    • There has also been some changes to Player Stat Calculations which will make them consistent across the board.

    [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]

    • Old: (Strength Level + Hidden Strength Levels + 8)
    • New: (Strength Level + Hidden Strength Levels + 9)

    [h4]Effective Ranged Strength Level[/h4]

    • Old: (Ranged Level + Hidden Ranged Levels + Style Bonus)
    • New: (Ranged Level + Hidden Ranged Levels + 9)


    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.

    • Old: (Defence Level + Hidden Defence Levels + 8)
    • New: (Defence Level + Hidden Defence Levels + 9)

    [h4]Ranged Evasion[/h4]
    The effective defence level calculation has remained the same as:

    • Effective Defence Level: (Defence Level + Hidden Defence Levels + 9)

    [h4]Magic Evasion[/h4]
    The effective defense level calculation has remained the same as:

    • Effective Defence Level: (0.7 * (Magic Level + Hidden Magic Levels) + 0.3 * (Defence Level+Hidden Defence Levels) + 9)


    [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:

    • Old: (Attack Level + Hidden Attack Levels + 8)
    • New: (Attack Level + Hidden Attack Levels + 9)

    [h4]Ranged Accuracy[/h4]
    The effective attack level calculation has been changed:

    • Old: (Ranged Level + Hidden Ranged Levels + 8 + Style Bonus)
    • New: (Ranged Level + Hidden Ranged Levels + 9)


    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:

    • Old: (Magic Level + Hidden Magic Levels + 8)
    • New: (Magic Level + Hidden Magic Levels + 9)


    [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:

    • Offline Combat is calculated exactly as it would be if you were training Offline.
    • Returning from an Offline Session will continue exactly where you would be if you were training Online. This includes the progress of a Dungeon, the HP of you or the Monster, and also how far into an Attack you are.
    • All dynamic modifiers to players and enemies are taken into account while Offline, including temporary modifiers from special attacks.
    • All Combat content can be completed Offline, with the exception of Into the Mist where you will return to the game at the start of the first boss fight (Due to the Dungeon Pause mechanic)
    • Auto slayer works Offline, and follows the same rules as Online does when selecting a new Monster to fight.
    • Amulet of Looting works Offline and will collect all Loot, as long as you have the available Bank space. Training without this Amulet will cause your loot to fill up the loot container (Max 16 slots)
    • Bone Amulet works Offline and will bury all Bones that are dropped automatically.
    • All Combat Summoning Familiars and their respective Synergies work Offline.
    • Offline Progress popup will display relevant XP gained, Monsters killed, food consumed, Prayer Points Used, Runes & Arrow consumption, Slayer Coins earned, Summoning Tablet usage, number of Slayer Tasks completed.
    • Yes, it is possible to die Offline (More details about this below)

    [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:


    • Offline Combat is disabled by default, and must be enabled by the Player.
    • Attempting to enable Offline Combat will display a large warning screen, where a Player must agree to the listed points before being able to turn it on.
    • Offline Combat can be disabled at any time. Re-enabling will require the same points as above to be agreed upon again
    • You can now view the stats and special attacks of Monsters you have killed from the Monster log. Soon you will be able to view the stats of Monsters you have seen. This will be introduced during the Test.


    [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


    [ 2021-08-13 05:59:01 CET ] [ Original post ]

    Steam Client Update for Windows [v1.0.1]

    Hey everyone!

    Today I bring a small Steam Client Update for Windows Only.

    This update is aimed to eliminate the possibility that the existing Client is causing memory leaks issues and other reported issues.

    I cannot guarantee this will actually fix memory leaks. This update is purely mean't to eliminate a possible source, which will then allow me to look elsewhere if memory leaks continue.

    [h3]Important: Please ensure you "Verify Integrity of Game Files" so Steam will download all updated files. Not doing this will potentially result in the game not loading when selecting a character.[/h3]

    If you are having troubles updating due to an apparent "locked file", please open Task Manager and end the process called "nwjs". You can then proceed with the update.

    Changelog for tech-savy people:


    • Steam Client Updated v1.0.0 => v1.0.1
    • Updated NWJS v0.49.2 => v0.54.0
    • Updated Node.js v15.0.1 => v16.1.0
    • Updated Steam API v1.49? => v1.51
    • Minor optimizations at the Client level to hopefully fix crashes and memory leaks.


    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


    [ 2021-06-24 03:36:17 CET ] [ Original post ]

    Announcing: Offline Combat and Combat Rewrite

    Hello everyone!

    Today I come bearing news that everyone has been waiting for, and has been asking for on a consistent basis.

    Since Combat was introduced in Alpha v0.05, all subsequent Major Updates simply added on to an already faulty system. Combat became messy, unreliable, unstable and lacked performance and functionality everyone was hoping for.

    Although the fundamentals of Combat are great, it was not at all scalable, and it also raised massive issues when it was eventually time to work on Offline Combat.

    With the above information to digest, and looking at the plans moving forward with Melvor Idle, I knew what had to be done.

    Combat Rewrite

    In order to implement Offline Combat, it was very clear that the entire Combat System needed to be rewritten to achieve such a task. The existing Combat System was just not built to handle Offline calculations, and if I were to attempt to use the existing functionality, then... you could probably guess how that would turn out.

    It was time to completely rewrite Combat.

    Don't worry about this too much though. The goal of the rewrite is to keep everything the same as it is now (or as close as possible), but it will use completely different methods of handling this behind the scenes. This is not some Runescape "Evolution of Combat" update, it's just rewriting an existing system.

    [h2]How will the new Combat System work?[/h2]

    Here's a small technical write-up of how the new Combat system will work.

    Combat Rewrite Technical Details:


    • Rewritten using typescript and object oriented programming, now with 90% less `isGolbinRaid`
    • Transitioned to a tick-based system - running a combat tick every 50ms
    • Uses a single `setInterval` instead of multiple `setTimeouts` to prevent race condition bugs.
    • Timestamps are taken each time the interval runs to avoid browser throttling issues, multiple ticks will be run if the difference in timestamps is large enough
    • Rendering is decoupled from the combat logic to allow multiple ticks to run, followed by a render, to prevent inefficiency from redrawing too many times
    • Several refactors to underlying game data objects to improve consistency and type safety

    Some New Features:

    • Buffs and debuffs applied to the player/enemy display icons, with tooltips detailing their effects
    • Improved Damage Splashes allow for better visualization of when players/enemies are damaged and healed, and what source the damage is from
    • Offline combat, which has full parity with online combat as it uses the same codebase


    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:

  • This development has been taking place behind the scenes for the last 2 or so months, during the development of Alpha v0.20.
  • I'm not actually the one developing it.

    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


  • [ 2021-06-22 04:33:51 CET ] [ Original post ]

    [MAJOR UPDATE] Alpha v0.20

    Summoning
    [h2]Introduction[/h2]
    Summoning is one of the largest and most in-depth Skills to have been released to date. It plays a large role in the world of Melvor, cementing its dark and rich history waiting to be uncovered by you.

    This Skill requires you to utilize almost every single other Skill in the game in order to progress and unlock more content. As you continue to level up, you will unlock more powerful and unique benefits to give you that extra edge throughout the game.

    Below outlines the basic mechanics of the Skill, and also provides an insight in what to expect from Summoning.

    [h2]Familiars[/h2]
    Discovering the existence of Summoning has provided you with the knowledge of a dark magic only told in tales.

    You are given the ability to equip not only one, but TWO Familiars to aid you in your journey throughout Melvor.

    There is a selection of 20 different Familiars, each one providing you with a unique passive bonus. They also use charges (Just like Ranged Ammo), and are consumed every time and action is taken relating to the passive of your Familiar.

    However, great power like this must be earned, and is only given to those who take the time to learn about the Familiar's respective Mark.

    [h3]Combat Familiars[/h3]
    Half of the Familiars are classed as "Combat Familiars" and provide general benefits to assist within Combat.

    On top of this, Combat Familiars also have the ability to attack enemies. They attack every 3 seconds, and have a pre-defined Max Hit (Which is visible during Combat). Their accuracy/chance to hit is the same as yours.

    An no, they cannot be hit or attacked by the Enemy :)

    [h2]Marks[/h2]
    Hidden throughout the world of Melvor are the secrets that contain the true power of Summoning, granting the dark magic to those who discover them.

    Upon discovering a Mark, you will be able to harness its power by creating Summoning Tablets based on respective Familiars, allowing you to utilize their benefits on your adventure.

    These Marks can be further researched and leveled up to unlock even greater power relating to your Familiar in the form of Synergies.

    If you happen to have the respective Familiar equipped while searching for further Marks, then the drop rate of the Marks will be doubled.

    For those wondering - Leveling up all the Marks to the maximum Level (4) is required for 100% completion. This is due to a new Pet that is being introduced (Named Mark) that is unlocked once you achieve this goal.

    [h2]Synergies[/h2]
    Tales tell of an ancient bond that can be formed between two different Familiars. Although this has never been witnessed, it takes true knowledge to be able to achieve such a thing.

    By leveling up your Marks, you will unlock Synergies between Familiars that grants an extra unique passive that is active as long as both Familiars are equipped. These passives are unique in what they provide, and can assist greatly during your training.

    Synergies are unlocked when their respective Mark levels meet the requirements. Higher level Marks unlock higher tier Synergies.

    There is roughly 90 Synergies to unlock and discover.

    To make it easier for you, there is also an integrated Synergy Search function within the game that allows you to search for any unlocked Synergy with ease. This search functionality also allows you to equip this Synergy directly from the search results.

    [h2]Shards[/h2]
    Shards are the core ingredient for Summoning Tablet creation, and can be obtained only from the Shop at a cost of GP.

    All Summoning Tablets use a variety of Shards in their creation, and there are 6 different coloured Shards to utilize.

    [h2]Tablet Creation[/h2]
    Tablet Creation is very similar to all other crafting related Skills in the game.

    However, Summoning adds another element to this process in the form of "Alternate Recipes". You will find that many of the Summoning Tablets you can create have multiple recipes to select from. Some even have up to 20 different recipes!

    The quantity of items required within the recipes are weighted against the base sale price of the item.

    There is a recipe for every stage of the game you're at, but not all of them will be efficient.

    [h2]Leveling the Skill[/h2]
    As is the theme of this Skill, leveling it is a little bit different than all the others.

    There are two ways to earn Skill XP:


    • Creating Summoning Tablets.
    • Using Tablet charges, by equipping the Familiar and using them in the game.


    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:

    • Four new equippable items in the Slayer Shop to assist with Summoning.
    • Two new Agility Obstacles to also assist with Summoning.
    • Yet another new Herblore Potion for (you guessed it) Summoning.
    • And of course, we also have the Summoning Skillcape and the Summoning Mastery Token.


    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]

    • Multi-Tree is now being combined into one single action.
    • Your action's interval is determined by the highest interval out of both trees you are cutting.
    • The XP you earn is weighted against the interval stated above. This means XP rates have not actually changed, and are staying the same.
    • 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.
    • 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.
    • A complete visual representation on exactly what quantity of Items and XP you are receiving per action has been added.

    [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:

    • Increased global drop rate for Signet Ring Half (a) to (Level Req / 16,500,000), up from (Level Req / 19,800,000)
    • Increased global drop rate for all Mastery Tokens to (1 / (18,500 / Milestones Unlocked)), up from (1 / (20,000 / Milestones Unlocked))
    • Increased global drop rate for Mysterious Stones to 0.025% per action, up from 0.015%.


    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

    • vs Ranged +10% Dmg (No Change)
    • vs Magic -10% Dmg -15% Dmg


    Hardcore & Adventure Mode

    • vs Ranged +20% Dmg (No Change)
    • vs Magic -20% Dmg -25% Dmg


    [h4]Ranged[/h4]

    Standard Mode

    • vs Melee -10% Dmg -15% Dmg
    • vs Magic +10% Damage (No Change)


    Hardcore & Adventure Mode

    • vs Ranged +20% Dmg (No Change)
    • vs Magic -20% Dmg -25% Dmg


    [h4]Magic[/h4]

    Standard Mode

    • vs Melee +10% Damage (No Change)
    • vs Ranged -10% Dmg -15% Dmg


    Hardcore & Adventure Mode

    • vs Ranged +20% Dmg (No Change)
    • vs Magic -20% Dmg -25% Dmg


    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]

    • Summoning Pet
    • -1 Shard Cost when creating Familiars in Summoning.


    [h3]Mark[/h3]

    • Level up all Summoning Marks to Level 4
    • +10% Chance to preserve Summoning Charges.


    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.


    [ 2021-06-11 06:17:54 CET ] [ Original post ]

    [REVEAL] Summoning - Let's look at the new Skill

    Introduction
    Summoning is one of the largest and most in-depth Skills to have been released to date. It plays a large role in the world of Melvor, cementing its dark and rich history waiting to be uncovered by you.

    This Skill requires you to utilize almost every single other Skill in the game in order to progress and unlock more content. As you continue to level up, you will unlock more powerful and unique benefits to give you that extra edge throughout the game.

    Below outlines the basic mechanics of the Skill, and also provides an insight in what to expect from Summoning.

    Familiars
    Discovering the existence of Summoning has provided you with the knowledge of a dark magic only told in tales.

    You are given the ability to equip not only one, but TWO Familiars to aid you in your journey throughout Melvor.

    There is a selection of 20 different Familiars, each one providing you with a unique passive bonus. They also use charges (Just like Ranged Ammo), and are consumed every time and action is taken relating to the passive of your Familiar.

    However, great power like this must be earned, and is only given to those who take the time to learn about the Familiar's respective Mark.

    [h2]Combat Familiars[/h2]
    Half of the Familiars are classed as "Combat Familiars" and provide general benefits to assist within Combat.

    On top of this, Combat Familiars also have the ability to attack enemies. They attack every 3 seconds, and have a pre-defined Max Hit (Which is visible during Combat). Their accuracy/chance to hit is determined by yours.

    An no, they cannot be hit or attacked by the Enemy :)



    Marks
    Hidden throughout the world of Melvor are the secrets that contain the true power of Summoning, granting the dark magic to those who discover them.

    Upon discovering a Mark, you will be able to harness its power by creating Summoning Tablets based on respective Familiars, allowing you to utilize their benefits on your adventure.

    These Marks can be further researched and leveled up to unlock even greater power relating to your Familiar in the form of Synergies.

    If you happen to have the respective Familiar equipped while searching for further Marks, then the drop rate of the Marks will be doubled.

    For those wondering - Leveling up all the Marks to the maximum Level (4) is required for 100% completion. This is due to a new Pet that is being introduced (Named Mark) that is unlocked once you achieve this goal.



    Synergies
    Tales tell of an ancient bond that can be formed between two different Familiars. Although this has never been witnessed, it takes true knowledge to be able to achieve such a thing.

    By levelling up your Marks, you will unlock Synergies between Familiars that grants an extra unique passive that is active as long as both Familiars are equipped. These passives are unique in what they provide, and can assist greatly during your training.

    Synergies are unlocked when their respective Mark levels meet the requirements. Higher level Marks unlock higher tier Synergies.

    There is roughly 90 Synergies to unlock and discover.

    To make it easier for you, there is also an integrated Synergy Search function within the game that allows you to search for any unlocked Synergy with ease. This search functionality also allows you to equip this Synergy directly from the search results.



    Shards
    Shards are the core ingredient for Summoning Tablet creation, and can be obtained only from the Shop at a cost of GP.

    All Summoning Tablets use a variety of Shards in their creation, and there are 6 different coloured Shards to utilize.



    Tablet Creation
    Tablet Creation is very similar to all other crafting related Skills in the game.

    However, Summoning adds another element to this process in the form of "Alternate Recipes". You will find that many of the Summoning Tablets you can create have multiple recipes to select from. Some even have up to 20 different recipes!

    The quantity of items required within the recipes are weighted against the base sale price of the item.

    There is a recipe for every stage of the game you're at, but not all of them will be efficient.



    Leveling the Skill
    As is the theme of this Skill, leveling it is a little bit different than all the others.

    There are two ways to earn Skill XP:


    • Creating Summoning Tablets.
    • Using Tablet charges, by equipping the Familiar and using them in the game.

    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:

    • Four new equippable items in the Slayer Shop to assist with Summoning.
    • Two new Agility Obstacles to also assist with Summoning.
    • Yet another new Herblore Potion for (you guessed it) Summoning.
    • And of course, we also have the Summoning Skillcape and the Summoning Mastery Token.


    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


    [ 2021-06-08 05:15:18 CET ] [ Original post ]

    Upcoming Changes to Woodcutting

    Hello everyone!

    Just thought I would share information regarding a pretty big change to Woodcutting that is included in the next Major Update.

    Currently, Woodcutting is causing some serious balance issues for the current 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.

    [h3]What exactly is the issue?[/h3]

    Multi-Tree allows you to cut two trees simultaneously. This means each tree is running on its own timer and is rolling rare items for each of these actions. The result of this "double action" means Woodcutting is 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 upcoming Summoning update (Which is currently in testing).

    This puts Woodcutting at the forefront of training, and also means you can obtain such items at a pace not intended by the initial game.

    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.

    [h3]How is it changing?[/h3]

    Multi-Tree is now being combined into one single action.

    You are still able to cut two trees at the same time, however they will only run off of a single timer/action and will award Items, XP, Mastery XP and Rare Items based off of this single action.

    Included in the change is a complete visual representation on exactly what quantity of Items and XP you are receiving per action.

    [h3]Details on changes[/h3]

    [h4]Interval[/h4]

    Your action's interval is determined by the highest interval out of both trees you are cutting.

    [h4]Skill XP, Mastery XP and Mastery Pool XP[/h4]

    The XP you earn is weighted against the interval stated above. This means XP rates have not actually changed, and are staying the same.

    Skill XP Example:


    • Tree 1 has a 2 second interval and provides 10 XP
    • Tree 2 has a 3 second interval and provides 15 XP

    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


    [ 2021-06-02 04:52:00 CET ] [ Original post ]

    [TEASER] The Untamed Powers of a Dark Past

    The Untamed Powers of a Dark Past

    Tomes found nowadays scarcely mention the ancient art of Summoning. It was a Dark Magic, binding old, lost souls to beings with bodies formed from pure magic and bending them to the Summoners will. The Necromancer Guilds - long since killed or forgotten now - played with the concept of undeath and paired it with nature magic to create one of the most powerful forms of magic Melvor had ever been cursed with.

    The Necromancers decided their efforts were wasted. Far too much mana was used in the process of Summoning, mana that they would rather use to raise armies of fetid undead, not bind temperamental beasts to our land. Tales claim that the research was burned into fine ash and scattered to Melvors temperamental winds, but this couldnt but further from the truth. A race whose name has long since been forgotten by the annals of history curried favor with the Necromancer Guild, and in exchange for a weighty amount of gold and less-than-willing subjects used for unscrupulous tests and trials Teachings of Summoning were passed on.

    The race quickly became adept at the new Dark Magic, twisting and shaping old forgotten creatures into savage tools of war which they used with extreme prejudice and reckless abandon. Cities were leveled in hours, and nations crumbled in days unable to push back the tide of long-dead creatures brought back anew. Melvor has seen many years of turmoil throughout its troubled history, but few tales can rival the devastation that followed not long after this new Dark Magic was introduced.

    No nations could feasibly stand against their new conquerors with most being scattered to small encampments or absorbed into the nation of Summoners. With no prospective lands to claim, the fools turned inward, levying for power amongst themselves, destroying themselves from within. Many claim the beasts whose souls were being used were Summoned and bound unwillingly and they were the true cause of the Summoners internal struggle, but I believe it was their own foolish greed.

    With the Summoners creations turned against them, nothing short of an all-out slaughter took place in the gold-paved city streets. Towers that scholars studied the most intricate of magics in were toppled. Great libraries which housed most books Melvor had ever known were demolished, millennia of literature lost in mere moments. The citys palace, an indescribably intricate complex made entirely of glass was crushed and scattered. There wasnt a single soul that escaped that fateful day, be it a Summoned one, or otherwise. The dark creatures had already been used to destroy or claim nearly every known nation, it seems only fitting the last they were used against was the one that brought them into being.

    Nowadays, the few fables that do mention Summoning are told as bedtime stories to keep youngsters well-behaved or as cautionary tales to overzealous practitioners of the arcane. Though, to the few that know where to look... scraps of old tomes can still be found. Even half a page can bring forth a wave of knowledge the strongest mages can only hope to achieve in their lifetimes through other forms of magic.

    Its said that old souls who wait to walk Melvor once again are willing to be Summoned, but only by those who feel theyre worthy of such a power. Those deemed worthy tend to find themselves coming across unassuming markings within the world that hold an extraordinary amount of power. Few beasts are capable of such devastating power mentioned before. Many are just souls who want to feel the wind once more and will tolerate a bond to achieve this. Though powerful beasts do still lurk, waiting for someone able to tame their raging souls into a magical form to be commanded by those they deem fit to do so.


    Summoning is coming soon to Melvor Idle.


    [ 2021-05-15 06:06:42 CET ] [ Original post ]

    Dev Update - The Calm after the Storm

    Hello everyone!

    We have now come to the end of the chaotic April Fools event.

    Chaos Mode was a fun and well... chaotic gamemode designed to spice up the Melvor Idle experience. Reading all the discussions around gamemode, it looks like it was a hit with most of the players. We always love to make April Fools day something special, so hopefully this gamemode did just that.

    Those who created a Chaos Mode character can still play the gamemode indefinitely. If I ever do decide to remove it, you will be given 30 days notice.

    Now that it is no longer possible to create a Chaos Mode character, it's time to look at what's on the horizon for the next Major Update.

    Looking at the Official Development Roadmap, we are inching closer and closer to full release. With 20 out of 31 Major Additions already implemented, it's starting to get pretty interesting as the last pieces of the game come together.

    I can happily confirm that the next Major Update will include yet another new Skill - Summoning.

    Behind the scenes, Summoning has been planned for release for quite some time. It has gone through a lot of changes and variations to make sure it fits the look and feel of Melvor Idle. Summoning integrates into the Melvor Idle world and lore quite substantially, and is a Skill that carry a lot of weight with decision making and progression.

    I will have a lot more information about this Skill soon, so stay tuned for that.

    Thanks again for your continued support over the Early Access period of Melvor Idle. We've come a long way since there was only total of 5 Skills in the game. The future is looking amazing!

    Speak soon.

    - Malcs


    [ 2021-04-12 06:37:20 CET ] [ Original post ]

    [EVENT UPDATE] Alpha v0.19.2 - April Fools!

    April Fools Event
    Welcome to the next Event Update for Melvor Idle!!

    This update celebrates Melvor Idle's 2nd favourite day of the year - April Fools!

    This year, we've decided to turn it up a bit and provide you with something fun and chaotic to enjoy for a few weeks.

    [h2]CHAOS MODE[/h2]
    CHAOS MODE is an all new limited Gamemode for you to try! Coming equipped with an array of fun mechanics and features for you to mess around with.

    The idea behind Chaos Mode is to get as far as you can in the shortest amount of time. I personally won't track the time, but the Gamemode will only be playable for a few weeks.

    The rules of CHAOS MODE are simple:


    • Item Corruption in unlocked
    • 25% Interval Reduction on all Skills and Attack Speeds (Including Enemy)
    • All Enemies you face will have at least 1 random Passive
    • All equipped items are lost on Death
    • BIG NUMBERS
    • Same Combat Triangle as Hardcore & Adventure Mode.
    • Golbin Raid is not available.
    • Don't fight a Chicken.


    [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:


    • Tier 1 - Base Item Values < 200 GP - 1 Random Modifier - Low Modifier Value Range (+/-30) - 40% Chance to Destroy the Item
    • Tier 2 - Base Item Values < 10K GP - 2 Random Modifiers - Medium Modifier Value Range (+/-50) - 30% Chance to Destroy the Item
    • Tier 3 - Base Item Values < 400K GP - 3 Random Modifiers - High Modifier Value Range (+/-75) - 20% Chance to Destroy the Item
    • Tier 4 - Base Item Values >= 400K GP - 4 Random Modifiers - Very High Modifier Value Range (+/-99) - 10% Chance to Destroy the Item


    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

    • [NEW] Enemy Special Attack descriptions now display the damage value based on your Damage Reduction, instead of the base damage.
    • [NEW] You listed Max Hit now includes values from your Damage Modifiers (Not including Special Attacks)



    • [CHANGE] Adjusted the styling of Character selection to display the Gamemode Icon more prominently, as well as making the Mobile design less "squished".
    • [CHANGE] Cloud Saving has a new save format, reducing the Cloud Save file size by roughly 50% on average. You will see no change on your end, and local saves are still saved the same as before. Massive thanks to Coolrox95 for his work on getting the file size down by this much.



    • [FIXED] It is now possible to purchase the Cape of Completion from the Shop again.
    • [FIXED] Glove charges now display again in the Shop.
    • [FIXED] Fixed issue where stun damage multipliers would be added twice on to an enemy.
    • [FIXED] Incorrect Cloudburst Staff description in Adventure Mode
    • [FIXED] Cleaned up back-end unused variables and functions.
    • [FIXED] Item statistic for "Damage Taken" is being added to "Damage Dealt"
    • [FIXED] Greater Dragonbreath displays wrong damage value in description
    • [FIXED] Divine Potion providing double the intended effect.
    • [FIXED] Combat stat tracking is occuring for empty equipment slots
    • [FIXED] Cloudburst Staff icon missing in Milestones
    • [FIXED] Cleaned up Ranged Milestones
    • [FIXED] Weird Gloop not providing the +10% Harvest Bonus


    [ 2021-04-01 05:22:00 CET ] [ Original post ]

    [Minor Update] Alpha v0.19.1

    [h2]Mobile Push Notifications[/h2]
    Introducing Mobile Push Notifications!

    If you are a Mobile Player, or also use your Mobile Device to continue progress while away from the PC then you'll be happy about this.

    You will now receive Push Notifications when you reach the Offline Time cap, or your crops in Farming are ready to grow!

    Be sure to have Push Notifications enabled for your Mobile Device for these to work.

    [h2]Link your Mobile Device[/h2]
    Within the Settings of the game, you can link your Mobile Device to your Cloud Account. This will allow the Desktop version of the game to schedule Push Notifications for you if you decide to close the game.

    Just note that this can only be setup from the App itself on your Mobile Device.

    [h2]Changelog[/h2]
    [NEW] Mobile Push Notifications have been introduced! Currently only active for Offline Time cap and Farming Timers.
    [NEW] New Settings to enable/disable Push Notifications
    [NEW] New Setting to connect your Mobile Device to your Cloud Account, enabling the scheduling of Push Notifications to your Mobile Device if playing on a Desktop Version.

    [CHANGE] Herblore Potions have been mostly transitioned to the new Modifiers system.
    [CHANGE] Due to the Herblore Potion transition, multiplicitive bonuses are now additive bonuses which means some numbers have changed. Below details the changes.
    [CHANGE] Melee Accuracy Potion - Now +[8,12,15,25]% Increased Melee Accuracy Rating (Additive) instead of [10,15,20,30]% Increased Melee Accuracy Rating (Multiplicitive)
    [CHANGE] Melee Strength Potion - Now +[1,3,6,10]% Increased Melee Strength (Additive) instead of [2,4,8,12]% Increased Melee Strength (Multiplicitive)
    [CHANGE] Melee Evasion Potion - Now +[8,12,15,25]% Increased Melee Evasion Rating (Additive) instead of [10,15,20,30]% Increased Melee Evasion Rating (Multiplicitive)
    [CHANGE] Ranged Assistance Potion - Now +[4,8,12,20]% Increased Ranged Accuracy & Evasion Rating (Additive) instead of [5,10,15,25]% Increased Ranged Accuracy & Evasion Rating (Multiplicitive)
    [CHANGE] Magic Assistance Potion - Now +[4,8,12,20]% Increased Magic Accuracy & Evasion Rating (Additive) instead of [5,10,15,25]% Increased Magic Accuracy & Evasion Rating (Multiplicitive)
    [CHANGE] Magic Damage Potion - Now +[1,5,10,15]% Increased Magic Damage (Additive) instead of [2,5,9,16]% Increased Magic Damage (Multiplicitive)
    [CHANGE] Crafting Potion has changed entirely - Now +[5,10,15,25]% chance to double Items in Crafting instead of [5,8,10,15]% chance for Double Crafting Skill XP
    [CHANGE] Enemy Special Attack Descriptions now tell you about the "Normal Hit" mechanic. If the special attack buff is already active, enemy deals a NORMAL Attack. This is only a mechanic for special attacks that deal 0 damage, and simply buff the enemy for x turns.
    [CHANGE] Updated the Settings Page layout for Mobile / Narrow Screen Resolutions.
    [CHANGE] Most Special Attacks that alter Player Stats have been transitioned to the new Modifiers system. Some still need to be transitioned (like stacking debuffs and other unique ones) but its a start.

    [FIXED] Ancient Ring of Skills now correctly applies bonus XP to Alt. Magic.
    [FIXED] Gold Emerald Ring was providing bonuses Skill XP to Alt. Magic, when it shouldn't have.
    [FIXED] Combat Loot drops now correctly roll the required Doubling Modifiers.
    [FIXED] Scorching Ray Special Attack description displaying incorrect damage values.
    [FIXED] Frozen / Stun damage increase not applying to enemies.
    [FIXED] Crafting and Fletching not calculating skill interval incorrectly and inconsistency relating to the Mastery Pool bonus.
    [FIXED] Almighty Lute providing more GP than intended
    [FIXED] Confetti Crossbow providing 10x the amount of intendend GP in Adventure Mode.
    [FIXED] Simultaneous death of Enemy and Player in combat does not kill player
    [FIXED] Incorrect Damage Descriptions for Magic Gear providing increased Minimum Spell Damage
    [FIXED] Some Enemies are able to activate a Normal Attack when they shouldn't be able to (Eg. Aeris)
    [FIXED] Corrected the description for "Gunter"
    [FIXED] Prayer Points being deducted upon activating/deactivating a Prayer
    [FIXED] Ty not rolling correctly online for Agility.
    [FIXED] Ku-tul's "Curse of the Deep" is unavoidable when the description said it is avoidable. You can now avoid this attack.
    [FIXED] Mobile Ad Free versions have the minibar and notifications elevated too high
    [FIXED] Pirate's Lost Ring providing an inconsistent Skill XP bonus.
    [FIXED] Getting set to 0 HP by the first hit of a multi-hit enemy special attack does not kill the player
    [FIXED] "View All Global Active Passives from Agility" not updating obstacle reductions based on Level 99 Mastery Bonus
    [FIXED] Longrange Attack Style not providing Hidden Defence Levels.
    [FIXED] Cleaned up a lot of back-end code.


    [ 2021-03-18 04:24:58 CET ] [ Original post ]

    Dev Update - Looking back at the Alpha v0.19 Release

    Hello everyone!

    I thought it would be a great idea to take a breather and look back at the most recent Major Update release, and reflect on what has been added and how everyone is going with the new additions.

    I really like posting Developer updates, so expect these on a somewhat weekly basis :)

    [h2]Agility[/h2]

    Everyone seems to be enjoying the new Skill Agility, especially with how it changes the way you train a Skill and play the game. It provides you with an outlet to plan your Skill training accordingly, dependent on what your next goal in the game is.

    Agility was definitely one of my favourite Skills to develop. It was exciting to plan, exciting to implement, and even more exciting to test. It was a fantastic opportunity to adjust the flow of the game, while providing players with a ton of bonuses that would assist in other areas of the game.

    Looking in comparison to future Skills, they will all be unique in the way you train them, and how they effect the game. Agility is definitely the first of many unique Skills to come to the game.

    [h2]Adventure Mode[/h2]

    Would I be wrong in saying everyone playing this mode is reallllyyy enjoying themselves? It seems to be mostly positive feedback in terms of how it changes the game.

    Everyone seems to have a unique way of progressing. With the Skill Level restriction applied, it really does turn the game upside down and force you to think about your next steps.

    I wanted the third and final Official Gamemode be super unique, so hopefully I aced that goal and you continue to enjoy the challenges this Gamemode provides. It will be really interesting to see how Adventure Mode is played once the game hits full release and all initial planned content and Skills are added to the game.

    [h2]Other Content[/h2]

    The changes to Golbin Raid have definitely increased interest by quite a bit. I'm glad you're all enjoying the new additions and changes to this mode. I see your especially thankful now that you can train Non-Combat Skill alongside it (No more XP waste!).

    You also seem to love the cute Boss Pets that have been added. The artwork for these little guys really stand out from the rest, and I'm so happy with how they turned out.

    [h2]What's the next step?[/h2]

    This week I will continue with fixing the bugs and inconsistencies that have been reported.

    These fixes will usually be applied as "Hotfixes", which means an official game update won't occur. Just be sure to keep an eye out on the new Announcements panel to see when hotfixes are applied to the game.

    I'll be going through the Github and the bug report channel in Discord to get most fix (That have not already been fixed).

    Some minor UI changes will occur as well, so be sure to keep a look out if something look a little different in an upcoming hotfix.

    [h2]Conclusion[/h2]

    All-in-all, in my opinion, the update was a major success. It definitely took longer than I originally anticipated to release, but it seems to have been worth the wait.

    Thanks to everyone for your continued support over the last 18 months! It's amazing to still see so many new faces coming on board and enjoying the experience.

    As usual, I plan to ensure every update is amazing, and gives you all something to look forward to.

    Be sure to check out the Official Roadmap to see what else is on the way!

    I'll be in touch again soon with another Dev Update!

    - Malcs


    [ 2021-03-08 03:22:47 CET ] [ Original post ]

    [MAJOR UPDATE] - Alpha v0.19

    Welcome to the next Major Update for Melvor Idle!

    If you wish to view the pretty version of this changelog - CLICK HERE.

    [h2]Steam Users, you do not need a Client Update. Simply loading the game again will give you the update![/h2]

    If you're still here, enjoy the update!

    [h2]Agility[/h2]
    It's been a while, but now is the perfect time to introduce our next Skill into the game.

    Introduction
    Classed as a "Gathering" Skill, Agility is designed to provide numerous "Global Active Passives" to your character that can assist with pretty much all areas of the game. Almost all numbers can be affected by Agility in one way or another.

    You are given the task of constructing your very own Agility Obstacle Course, with each obstacle you build coming equipped with different Agility XP rates, GP Rates, time to complete (Obsatacle Interval) and Global Active Passives attached to it.

    Starting at the very first obstacle, your character will complete each Obstacle in their respective order until a lap is complete. Upon completing a lap, you will restart the Obstacle Course and go again. You cannot choose which obstacle to start it, it is always the first.

    Strategic planning and thinking will come into effect with this Skill, and how you utilise the various Obstacles is entirely up to you.

    Obstacles
    For every 10 Agility Levels, you will be provided with an empty spot to construct an Obstacle of your choosing. All obstacles are categorized to suit their respective position within your Agility Course, meaning you can't place an Obstacle anywhere you like. In total, there is roughly 43 Obstacles to build, each with individual Masteries to complete.

    These Obstacles, as mentioned above, come equipped with various benefits, buffs and debuffs. It is up to you to make a decision as to which Obstacle is best suits your current needs.

    Building an Obstacle is not free. There is always a GP cost attached to it, and some later obstacles require various extra Items to build.

    Active & Inactive Obstacles
    When building an Obstacle, the Global Active Passives provided are always active in most circumstances.

    An Obstacle becomes inactive if there is a gap in your Obstacle Course prior to it. Inactive Obstacles disable their respective Global Active Passives. The gap must be filled before they reactivate.

    Remember, if you cannot reach the Obstacle during your training, that Obstacle will be inactive. This also means you cannot gain any XP or GP from this Obstacle. Don't worry though, the game will tell you if an Obstacle is inactive.

    Obstacle Cost Reductions
    I'll be honest, Obstacles are not cheap, especially late game.

    You will find yourself swapping Obstacles quite consistently based on what your current goal is throughout the game. To help with this, there is many ways you can reduce the cost of Obstacles to ease the burden of costs.

    Here are some ways to ease the pain:


    • Every time you construct an Obstacle, you gain +4% Item Cost Reduction for that Obstacle only. Stacks up to 10 times maximum for a total of +40% Item Cost Reduction.
    • Reaching Level 80 Mastery will grant +10% Cost Reduction for that Obstacle only.
    • Reaching Level 95 Mastery will grant +10% Cost Reduction for that Obstacle only.
    • 50% Mastery Pool bonus grants +10% Cost Reduction for all Obstacles.
    • 95% Mastery Pool bonus grants +15% Item Cost Reduction for all Obstacles.
    • Agility Skillcape (And Max/Completion Cape) grants +20% Cost Reduction for all Obstacles while equipped.
    • Item Cost Reduction is capped at 95%.


    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:

    • Skills are locked behind a GP cost to unlock.
    • Start with only Attack, Strength, Defence & Hitpoints unlocked.
    • A Bronze Weapon and 10 Basic Food is provided in your bank at the start.
    • Your Non-Combat Skill Levels cannot go above your Combat Level.
    • Hitpoints, Damage, and Healing numbers are multiplied by a future 10 (Just a visual change).
    • Harsher Combat Triangle Modifiers. Same as Hardcore Mode.
    • This is a safe Gamemode. It is okay to die.


    [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:

    • Chick - Chicken Coop Boss Pet - +1% Global Accuracy
    • Zarrah - Undead Graveyard Boss Pet - +1% GP From Monsters
    • Chio - Bandit Base Boss Pet - +2% Ranged Strength Bonus
    • Bouncing Bob - Hall of Wizards Boss Pet - +2% Magic Damage Bonus
    • Rosey - Spider Forest Boss Pet - +1% Chance To Double Loot in Combat
    • Jelly Jim - Miolite Caves Boss Pet - +2% Rune Preservation
    • Ayyden - Deep Sea Ship Boss Pet - +2% Slayer Coins
    • Arctic Yeti (Named after Winner of 2020 Fan Art Competition) - Frozen Cove Boss Pet - +2% Ammo Preservation
    • Harley - Dragons Den Boss Pet - +1% Damage To Combat Area Monsters
    • Mac - Volcanic Cave Boss Pet - +1% Damage To Slayer Area Monsters
    • Singe - Infernal Stronghold Boss Pet - +1% Damage To Dungeon Monsters
    • Aquarias - Air God Dungeon Boss Pet - +1% Chance to Double Items Globally
    • Norman - Water God Dungeon Boss Pet - +3% Chance To Preserve Prayer Points
    • Erran - Earth God Dungeon Boss Pet - +1% Damage Reduction
    • Ren - Fire God Dungeon Boss Pet - +2% Max Hit
    • Pablo - Into the Mist Boss Pet - +2% Damage To All Monsters


    [h2]Golbin Raid - Stage 2[/h2]
    The long awaited Stage 2 of the Golbin Raid Development Plan has finally arrived.

    New Additions

    • The Raid Shop is now active. You can purchase upgrades, Items and Pets in this shop. All Items and Pets in the Raid Shop do not count towards completion.
    • Non-Combat skills will now go into offline mode during the Raid. This means you can train them while participating in Raids.
    • Added (Alt) Weapons to the Raid. (Alt) Weapons are weapons you can get in the Raid that have a completely random Special Attack attached to them. You cannot see what the Special Attack will be, and the Special Attack does not change unless you pick a different weapon.
    • Prayer can now be unlocked and levelled up via the Raid Shop for (For the Golbin Raid only)
    • The Combat Passive Slot can be unlocked via the Raid Shop. If unlocked, you have the option to acquire a Random Passive Item at the end of every 10 waves.
    • There is now a chance for the Golbins you face to have a random Passive attached to them. Be sure to look out for these and take note of why the Golbin you are facing is harder to kill than Ragnar.
    • You can now see the stats of items in the Item Selector. It also compares to what you currently have equipped.
    • You can now skip waves in the Raid at a cost of Raid Coins. This cost can be reduced via the Raid Shop.


    Balancing

    • Ranged Ammo count does not get replaced anymore when selecting different Ammo. It simply replaces the Ammo and increases existing quantity.
    • Now start with 500 of each elemental Rune, up from 100
    • Now start with 200 Bronze Arrows, up from 100
    • There's a few items in the Raid Shop to assist you with the Raid. These include increases to Quantity of Ammo, Runes and Food found during the Raid.
    • Ammo and Runes are now separate categories, instead of combined into one.
    • Due to the above change, these categories now give you the option of 2 different Ammo/Runes, plus an option to simply add quantity to your existing Ammo/Runes
    • Reduced Golbin Max HP by 20%.
    • It is no longer possible to find the Wasteful Ring, Cape of Competion, Max Skillcape or Farming Skillcape in the Raid.
    • It is also no longer possible to roll Non-Combat Runes, or Combination Runes.


    Bug Fixes

    • Refreshing the page during a Raid will now correctly end the Raid and record its stats.
    • Your equipment set should now correctly go back to its original after a Raid has been completed.


    [h2]Other Changes (Not including the above)[/h2]

    • [NEW] There is a brand new Welcome Screen, which includes seemless Cloud functionality as well as Cloud Account Management.
    • [NEW] Added an announcement system to the game which allows me to post Announcements & News to Players without requiring a game refresh or restart.
    • [NEW] It is now possible to create up to 5 different Characters.
    • [NEW] Prices in the Shop are now colour coded so you know what you can and can't afford.
    • [NEW] New Item - Yellow Party Hat - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.
    • [NEW] New Pet - Preston the Platypus - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.
    • [NEW] New Pet - Jerry the Giraffe - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.
    • [NEW] Added the Official Development Roadmap as a link in-game



    • [CHANGE] Started the complete overhaul to how Player Modifiers are handled in game. This should provide more consistency with how modifiers work, and will also speed up future development and management of the game by a lot. This also means a few items have changed in terms of how their bonuses work.
    • [CHANGE] Skill Preservation chance is now capped at 80%.
    • [CHANGE] Completely overhauled how the Shop works behind the scenes. You won't see much change with this, but it will allow me to add more Shop items with ease.
    • [CHANGE] The Shop now displays all items that are available for purchase from the start, as well as what is required to unlock that Shop item.
    • [CHANGE] Aorpheats Signet Ring now provides +100% GP from all sources except Alt. Magic and item selling, instead of a flat double to item drops.
    • [CHANGE] Slayer Skillcape now provides +25% Flat Slayer Area Effect Negation. Changed from 60% Area Effect Negation.
    • [CHANGE] All God Upgrades now provide +15% to their respective bonuses (Additive), instead of the previous 20% Increase (Multiplicative). This is not a nerf.
    • [CHANGE] Amulet of Fishing now provides +15% Decreased Fishing Interval (Additive). Changed from 20% Decrease (Multiplicative). This is not a nerf.
    • [CHANGE] Woodcutting Skillcape now provides -15% Woodcutting Interval (Additive). Changed from 50% Decrease (Multiplicative). This is not a nerf.
    • [CHANGE] Guardian Amulet Base Attack Speed Slow is now +10%, down from 20%.
    • [CHANGE] Enemy buffs/debuffs and Player buffs/debuffs now last for x Attack TURNS, instead of x Attacks (each hit). An Attack Turn is when an entire attack is performed. Multi-hit special attacks count as 1 Attack Turn
    • [CHANGE] Rune Preservation now affects Alt. Magic
    • [CHANGE] Larry, the Lonely Lizard Pet now provides +15 Farming Qty, up from +5
    • [CHANGE] Stone Skin Prayer now provides +3% Damage Reduction, down from +5%
    • [CHANGE] Stone Skin now costs 3 Prayer Points per enemy Attack, up from 2
    • [CHANGE] Adjusted the wording for the Protect Prayers to be more clear
    • [CHANGE] "Skills" wording changed to "Non-Combat" in the Sidebar/Menu
    • [CHANGE] Darksteel Dagger "Deadly Cut" now performs and attack that deals 200 dmg + Enemy Bleeds for 4% enemy max hp over 10s
    • [CHANGE] Sanguine Blade Special Attack chance is now 30%
    • [CHANGE] Sanguine Blade Special Attack now causes the Enemy to Bleed for 400% damage dealt if Enemy is on full HP, otherwise its 250%
    • [CHANGE] Sandstorm Ring now deals 5-15% of Player's current HP 10 times over 4 seconds
    • [CHANGE] Almighty Lute now grants +250% GP granted from slain Monsters, instead of 5x GP.
    • [CHANGE] Malcs, the Leader of Dragons now drops 100K - 150K GP on death, down from 150K - 225K GP.
    • [CHANGE] Defence Skillcape now provides +40 to all Evasion Ratings, up from +10.
    • [CHANGE] Generous Resupply Shop Item now contains Sharks instead of Manta Rays
    • [CHANGE] Standard Resupply Shop Item now contains 150 Crab, down from 200 Crab
    • [CHANGE] Basic Resupply Shop Item now contains 100 Lobster, down from 200 Lobster
    • [CHANGE] Basic Slayer Gear now unlocks after 15 Normal Slayer Task Completions, down from 20.
    • [CHANGE] Slayer Gear Upgrade Kit (Strong) now unlocks after 25 Hard Slayer Task Completions, down from 30.
    • [CHANGE] Slayer Gear Upgrade Kit (Elite) now unlocks after 30 Elite Slayer Task Completions, down from 40.
    • [CHANGE] Slayer Gear Upgrade Kit (Master) now unlocks after 40 Master Slayer Task Completions, down from 50.
    • [CHANGE] Elemental Potions now provide [Potion Tier * 2] qty of a random Elemental Rune per Runecraft, instead of only 1.
    • [CHANGE] Fisherman's Potions now provide +[3, 5, 8, 12]% chance to double Fish, instead of [3, 5, 8, 12]% reduced Junk chance.
    • [CHANGE] Melee Accuracy Potions now provide [10, 15, 20, 30]% Increased Melee Accuracy Rating, up from [5, 10, 15, 25]%
    • [CHANGE] Melee Evasion Potions now provide [10, 15, 20, 30]% Increased Melee Evasion Rating, up from [5, 10, 15, 25]%
    • [CHANGE] Doubled the charges for Melee Accuracy Potions & Melee Evasion Potions
    • [CHANGE] Clicking "Select Character" fom the User Dropdown menu will now send you back to Welcome Screen.
    • [CHANGE] Moved the Changelog into the new "News & Changelog" tab in the Sidebar/Menu under the Settings link.



    • [FIXED] Offline Pet calculations updated to be more efficient.
    • [FIXED] Inaccurate Confetti Crossbow effect description.
    • [FIXED] Logs sell price is inconsistency and has rounding issues.
    • [FIXED] Enemies don't die from debuffs/bleed/DoT when below 1 HP until player attacks again.
    • [FIXED] Master Slayer Gear does not affect Thieving drops.
    • [FIXED] Divine Potion IV: chance to not consume Prayer Points (25%), did not match the item description (35%). Correctly applies at 35% now.
    • [FIXED] Gold Emerald Ring does not give the expected 7% bonus XP to Prayer
    • [FIXED] Fixed Prayer XP providing more XP than intended
    • [FIXED] Slight disagreement Between a Skill's Mastery Percentage.
    • [FIXED] Ancient Ring of Skills does not apply bonus to Alt. Magic.
    • [FIXED] Offline Cooking doesn't use potions correctly
    • [FIXED] Upgrade item window not showing change in Melee Attack Bonuses correctly.
    • [FIXED] Fish caught stat not counting correctly for Offline progress.
    • [FIXED] Reindeer Pet appears in Pet list even if not obtained.
    • [FIXED] Looting items manually doesn't check if your bank is full.
    • [FIXED] Duplicate Combat Loot bug should now be squashed.
    • [FIXED] Redemption Prayer does not function as intended.
    • [FIXED] Hunter's Ring passives not processing correctly.
    • [FIXED] Hardcore Character death Steam achievement is not working.
    • [FIXED] Rags to Riches II Combination Rune's Nature Rune cost is less than intended.
    • [FIXED] Greater Dragonbreath Enemy Special Attack deals twice as much damage as the description says. Now deals the correct amount of Damage according to description.
    • [FIXED] Issues with character switching during Combat.
    • [FIXED] Chance to Hit displays wrong value/Hit chance is implemented incorrectly.
    • [FIXED] Earth Adept Wizard Hat has incorrect Magic Level required on Crafting page.
    • [FIXED] Auroras don't seem to get the Skull Cape effect of Rune Preservation.
    • [FIXED] Runic Ruins Slayer Area Effect -30% Magic Evasion not applying as intended.
    • [FIXED] Unable to idle Cooking offline until you purchased the first cooking fire. You can now idle without purchasing it.
    • [FIXED] Missing Slayer Milestones for new Slayer Areas.
    • [FIXED] Aorpheat's Signet Ring provides double the listed bonus to Thieving GP.
    • [FIXED] New Bank items are not sorted correctly when using Stack GP Value options.
    • [FIXED] Invalid Javascript syntax is declaring unwanted globally scoped variables.
    • [FIXED] Some Items have duplicate properties.
    • [FIXED] Broken Milestone image for Godswords in Attack.
    • [FIXED] Ancient Wizard Set, and Water Acolyte Wizard Hat bonus does not match description.
    • [FIXED] Clue Chasers Insignia lowers the Rhaelyx pieces chance to drop.
    • [FIXED] Farming Pet increasing harvest quantity more than intended.
    • [FIXED] The Sandstorm Ring will consume arrows on each hit.
    • [FIXED] Mystic Prayers have different descriptions.
    • [FIXED] [Steam] Rich presence - Total level does not update dynamically.
    • [FIXED] Offline Mastery XP for Crafting Skills producing more Mastery XP than intended.
    • [FIXED] Enemy Special Attack Burning Claws now correctly attacks twice as per its description
    • [FIXED] Removed the Damage Reduction debuff from the Sealing Special Attack description.
    • [FIXED] New items added to the game are now sorted correctly.
    • [FIXED] Corrected spelling of "Drowsy Spores" special attack.
    • [FIXED] Rune counts in the "My Rune" page now update dynamically, and correctly.
    • [FIXED] Save timestamp shows in local time, and is no longer a massive string.


    [ 2021-03-05 04:58:32 CET ] [ Original post ]

    Dev Update - What to expect with Alpha v0.19

    Hello!

    Firstly, I'd just like to thank each and every single one of you for your continued support throughout the development of the game. Even though it is relatively new to Steam, I have been working on this since September 2019.

    Now that Melvor Idle is my official full-time commitment, I intend to provide that same commitment back to the game as we gear up towards full release.

    So, what's coming?

    Alpha v0.19 is a large one, as it is introducing the first new Skill into the game since May 2020.

    For those unaware, many existing skills (Melee, Ranged, Magic, Slayer) and systems (Mastery, Bank) in the game were the focus of reworks throughout the last year.

    Now, with those out of the way, it was time to finally introduce the first of four planned Skills into the game - Agility

    Agility is a very unique Skill, as you are tasked with constructing your very own Agility Obstacle Course that provides unique benefits, as well as debuffs, to your character to assist in other areas of the game.

    There is 43 different Obstacles to choose from, but you can only have 10 active at any given time, creating an environment where you must make a strategic decision to enhance your character in the best possible way.

    Agility also has a unique method of training that will require planning to execute efficiently (Or just wing it, up to you).

    Alongside the new Skill, we also welcome our third and final Official Gamemode - Adventure Mode

    This new Gamemode turns the game upside down, where Skills are locked behind a GP cost before you are able to use them. This GP cost increased with every purchase, forcing you to plan out your journey with care, weighing up the costs with the benefits that Skill will actually provide.

    On top of this, the only Skills unlocked at the start of the game are Attack, Strength, Defence and Hitpoints.

    Another unique part about Adventure Mode is that your Non-Combat Skill levels cannot go above your current Combat Level. This means you are required to level up your Combat Skills, which in turn increases your Combat Level to allow your Non-Combat Skill to increase higher in levels.

    There's a few more little neat additions to Adventure Mode, but you will find out about those on release :)

    Anything else?

    Well, yes - Boss Pets!

    If you are not on the Melvor Idle Subreddit then you may have missed these cute little critters being posted over the last 3 weeks.

    Every dungeon in the game is getting their own custom Boss Pet attached, that has a chance to drop upon killing the Dungeon Boss. These Boss Pets provide a small bonus to Combat to assist in your journey.

    Be sure to check out the Subreddit to see what Pets have already been posted!

    Golbin Raid - Stage 2

    It's been a minute, but I can happily confirm that Golbin Raid Stage 2 will be released, steamrolling through with countless additions, balances and fun little mechanics to spice up the Minigame.

    The Raid Shop will be active allowing you to purchase unique upgrades to your character to help in the Raid, as well as new weapon mechanics you will come across throughout your selection processes.

    I won't go into too much detail about this yet, but if you're a fun of the concept of the Golbin Raid, then you will surely enjoy this :)

    Alright, so when can we expect this update?

    Well... this week!

    If you are not in the Melvor Idle Discord Server, I suggest you join it NOW!

    I am in there every day communicating with the community and posting regular updates on the progress of the next Major Updates coming to the game. I also provide an insight into development so you know what I'm working on, and why some things may be taking longer than expected.

    The Discord Server also mentions what's coming in the next Major Updates, so Alpha v0.19's features were confirmed back in early January :)

    Alpha v0.19 is currently available to be played by Patreon supporters, which is a great indication that the update is very close to being released to the public!

    Right now, the goal is to iron out all the reported bugs, balance new content and ensure the update is going to be fantastic for everyone!

    Conclusion

    Thank you so much for your support over the last year. This journey has been incredible, and in all honesty we're only just getting started!

    Thank you for your patience with this next Major Update. I decided to add a lot of content into it to make up for the wait.

    Be sure to follow the Development Roadmap to see what's yet to come to the game! There's a lot more Skills, Endgame Content, storylines and reworks on the way. It's exciting times!

    As usual, I'll be in the Discord server if you're up for a chat :)

    - Malcs


    [ 2021-03-01 01:04:06 CET ] [ Original post ]

    MAJOR UPDATE - Alpha v0.18

    [h2]Introduction[/h2]
    Welcome to the first Melvor Idle Major Update to hit Steam!

    This update includes massive improvements to the Slayer system, 45+ new Monsters, 45+ new Items, new Dungeons and a whole lot more!

    Just note that you do not need to update the game through Steam, as it will automatically update when you load up the game.

    [h2]READ THE PRETTY, DETAILED CHANGELOG[/h2]
    https://melvoridle.com/update/update_v018.html
    This changelog is MUCH prettier than the one below, so I highly suggest you read that instead. It also includes pictures and breakdowns!

    I'll do my best to break down what's new here for those who wish to stay :)

    [h2]SLAYER 2.0[/h2]
    Slayer is a skill that has the ability to introduced players into new mechanics and challenges that other skills cannot do. The current system of Slayer did not really provide the variety we were after, and we knew we had to change it.

    The new Slayer takes the existing fundamental mechanics and turns them into something that we feel is more enjoyable and more rewarding.

    Player's will see a tonne of new content including brand new high level monsters and very powerful items. The progression from early levels will feel much better, and Players are given more control to train this Skill.

    Slayer Tasks
    These are now broken down into 5 "Masters" that can be chosen when selecting a new task. These are categorised based on Enemy Combat Level.

    They also cost Slayer Coins to select a new Task or when skipping your current task (But are free when completing a task and being assigned a new Task from the same Master automatically).


    • Easy - CB Level 1 - 49 - Free (Unlocked at Slayer Level 1)
    • Normal - CB Level 50 - 99 - Costs 2K Slayer Coins (Unlocked at Slayer Level 25)
    • Hard - CB Level 100 - 199 - Costs 5K Slayer Coins (Unlocked at Slayer Level 50)
    • Elite - CB Level 200 - 374 - Costs 15K Slayer Coins (Unlocked at Slayer Level 75)
    • Master - CB Level 375+ - Costs 25K Slayer Coins (Unlocked at Slayer Level 85)


    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.


    • Runic Ruins - 5 Enemies - Level 45 Slayer Required
    • Arid Plains - 6 Enemies - Level 50 Slayer Required & Desert Hat Equipped (New Shop Item)
    • Shrouded Badlands - 4 Enemies - Level 80 Slayer Required & Blazing Lantern Equipped (New Shop Item)
    • Perilous Peaks - 3 Enemies - Level 85 Slayer Required & Climbing Boots Equipped (New Shop Item)
    • Dark Waters - 3 Enemies - Level 90 Slayer Required & Into the Mist Cleared (New Dungeon detailed below)


    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:


    • Basic Slayer Gear - Still 10K Slayer Coins - Each piece has 10% Area Effect Negation - Completion of 20 Normal Slayer Tasks required to purchase.
    • Strong Slayer Gear - Requires Slayer Upgrade Kit (Strong) (50K Slayer Coins) - Each piece has 20% Area Effect Negation - Completion of 30 Hard Slayer Tasks required to purchase Kit.
    • Elite Slayer Gear - Requires Slayer Upgrade Kit (Elite) (200K Slayer Coins) - Same Price - Each piece has 30% Area Effect Negation & 4% Damage Reduction - Completion of 40 Elite Slayer Tasks required to purchase Kit.
    • Master Slayer Gear - Requires Slayer Upgrade Kit (Master) (1M Slayer Coins) - Each piece has +3% chance to receive double loot from slain monsters or Thieving & 40% Area Effect Negation, 40% Area Effect Negation & 6% Damage Reduction - Completion of 50 Master Slayer Tasks required to purchase Kit.


    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

    • Most Enemies in this dungeon are Afflicted. Afflicted Enemies gain +20% Flat Damage Reduction
    • Upon being successfully hit by an Enemy, you gain a stack of Affliction. Each stack reduces your Maximuim Hitpoints by 1% of your original Max HP. This resets after defeating the Enemy (Multi-hit Special Attacks are classed as ONE attack). Affliction is capped at 50 stacks.
    • The first 20 Monsters in this dungeon are randomised. Any Monster in the game, including those in Dungeons, can be selected if their Combat Level is between 165 & 677 inclusive. Monsters found in Dark Waters Slayer Area cannot be selected.
    • The final Boss is a 3 stage fight, so be prepared.
    • You are required to use a specific Attack Style (Melee, Ranged, Magic) for each Phase of the final boss. Pay attention the the Passives to know which style to use.
    • Upon reaching Phase 1, 2 or 3; The fight will pause and allow you to read all the information. You can then press the button to continue the fight.


    Dungeon Rewards

    • Item - New Dawn (It's a book, have a read)
    • Grant Access to the Dark Waters Slayer Area.
    • Unlocks the new Combat Passive Slot, one for each equipment set. This is a new slot where you can equip most Combat Items with passives and gain their benefit during the fight.


    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.


    [ 2020-12-15 04:39:26 CET ] [ Original post ]

    Melvor Idle - Now Available!

    Hello Everyone!

    Melvor Idle is now Available for purchase to the public on Steam!

    Buy it here: https://store.steampowered.com/app/1267910/Melvor_Idle/

    The base cost is $9.99 USD, but there is currently a 25% discount for the first week of release.

    I have decided to push the release button and release Melvor Idle for Steam out into the public earlier than expected. This is so I can be available all day for the release, and fix up any critical bugs players may experience.

    Thank you for the major support on this one, it really means a lot.

    I'll continue to be available for all questions and queries as usual.


    [ 2020-11-20 03:10:03 CET ] [ Original post ]

    12 Days until Steam Release

    Hello everyone!

    We are fast approaching the Steam Release of Melvor Idle (November 20, 2020 @ 8am PST).

    I'm busy working behind the scenes to ensure this launch is as smooth as possible. I've been testing out a lot if little things and everything seems to be coming together nicely.

    The Achievements are working great, and the inclusion of Steam's Rich Presence is a nice little addition (Your friends will be able to see what your Total Skill Level is, and what gamemode you are playing).

    I'd also like to thank everyone who has added Melvor Idle to their Wishlists so far! The response has been incredible and I cannot wait to have you all play it.

    This is just a short announcement, but I have more to come in the next week or so!

    Speak soon.

    - Malcs


    [ 2020-11-09 09:23:51 CET ] [ Original post ]