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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.

The Issues


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?


Removal of the risk of failure


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.

Transitioning to a Passive Tick System


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.

What happens to my stored ticks?


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.

Population, Happiness, Education and Health


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%.

Producing Resources without Workers


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.

What we have removed


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?


Updated Building System


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.

Building Repairs & Efficiency


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.

New Feature - Seasons



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.

Casual Tasks



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.

Throne of the Herald Tasks


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.

New Worship - The Herald


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

Reworked Trader & New Consumables



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.

List of new Consumables from the Trader


  • 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.

Consumable Upgrades


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.

Building Costs & Resource Generation


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.

Trader Ratios


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.

Building Tier Requirements


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

Worship Changes


We have adjusted the existing Worships to suit the new progression system.

Aeris


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%)

Glacia


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

Terran


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%)

Ragnar


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

Bane


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

GP Cost & Earning GP


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 01:13:07 CET ] [ Original post ]

Melvor Idle
Malcs Developer
Malcs Publisher
2021-11-18 Release
Game News Posts: 97
🎹🖱️Keyboard + Mouse
Very Positive (12416 reviews)
Public Linux Depots:
  • Melvor Idle Depot Linux x64 [304.12 M]
Melvor Idle is a feature-rich, idle / incremental game with a familiar feel. With over 20+ unique skills to tackle, you will always have something new to tackle.

Features include offline progression, cloud save compatibility, many unique shop upgrades, inbuilt bank / inventory system and more!

Every skill in this game has its purpose, and interacts with other skills in unique and interesting ways. The training of one skill will benefit others, forcing you to make decisions about the best cause of action to take.

Combat has over 110+ unique monsters for you to face, utilizing Melee, Ranged or Magic attack types to gain advantages over your foe. You can level up Prayer, Slayer, and Hitpoints alongside your standard Combat

Combat comes sorted with many fierce and tough Dungeons for you to conquer. Each Dungeon contains a unique, tough boss at the end which in turn will provide massive rewards for completion!

Skills are your break away from the madness that is Combat. You can relax by training many different skills to aid in your journey. Currently, there is 12 separate Skills to progress away from Combat.

Do you have what it takes to conquer Melvor?

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