V0.19: Difference between revisions

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<onlyinclude>== Alpha v0.19 - (4th March 2021) ==
=== Agility ===
It's been a while, but now is the perfect time to introduce our next Skill into the game.


== Alpha v0.19.2 - (1st April 2021) ==
==== Introduction ====
=== April Fools Event ===
Classed as a "Gathering" Skill, {{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.
Welcome to the next Event Update for Melvor Idle!!


This update celebrates Melvor Idle's 2nd favorite day of the year - April Fools!
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 (Obstacle Interval) and Global Active Passives attached to it.


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.
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.'''


==== CHAOS MODE ====
Strategic planning and thinking will come into effect with this Skill, and how you utilise the various Obstacles is entirely up to you.
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.
==== Obstacles ====
For every 10 {{Skill|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 are roughly 43 Obstacles to build, each with individual {{Icon|Mastery|Masteries}} to complete.


The rules of CHAOS MODE are simple:
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.
* Item Corruption is 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


==== Item Corruption ====
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.
Item Corruption is only available in CHAOS MODE.
==== Active & Inactive Obstacles ====
When building an Obstacle, the Global Active Passives provided are always active in most circumstances.


You are given the power to use the Weapons & Gear you make or find, and turn them into completely random modifiers that either benefit you, or make your adventure a living hell.
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.


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.
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.


These Item Corruptions cost GP to perform, 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 once.
==== Obstacle Cost Reductions ====
I'll be honest, Obstacles are not cheap, especially late game.


Here is the tier list:
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.
* '''Tier 1''' - Base Item Values < 200 GP - 1 Random Modifier - Low Modifier Value Range (+/-30) - 40% Chance to Destory 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.
Here are some ways to ease the pain:


==== Other Silly Nonsense ====
* 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.
In true April Fools fashion, there is a bunch of other silly nonsense through the game. Have fun with this!
* Reaching Level 80 {{Icon|Mastery}} will grant +10% Cost Reduction for that Obstacle only.
* Reaching Level 95 {{Icon|Mastery}} will grant +10% Cost Reduction for that Obstacle only.
* 50% {{Icon|Mastery}} Pool bonus grants +10% Cost Reduction for all Obstacles.
* 95% {{Icon|Mastery}} Pool bonus grants +15% Item Cost Reduction for all Obstacles.
* {{ItemIcon|Agility Skillcape}} (and {{ItemIcon|Max Skillcape|Max}}/{{ItemIcon|Cape of Completion|Completion Cape}}) grants +20% Cost Reduction for all Obstacles while equipped.


=== Other Changes ===
'''Item Cost Reduction is capped at 95%.'''
==== New Features ====
* Enemy Special Attack descriptions now display the damage value based on your Damage Reduction, instead of the base damage
* Your listed Max Hit now includes values from your Damage Modifiers (Not including Special Attacks)


==== Changed Features ====
==== Agility Pet ====
* Adjusted the styling of Character selection to display the Gamemode Icon more prominently, as well as making the Mobile design less "squished"
With the inclusion of a new Skill, that also means a new Pet is introduced alongside it!
* Cloud Saving has a new save format, reducing the Cloud Save file size by roughly 50% on average. You will see no changes 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.


==== Bugfixes ====
{{PetIcon|Sam}} - +15% GP from Agility.
* It is now possible to purchase the Cape of Completion from the Shop again
 
* Glove charges now display again in the Shop
==== Agility Potion ====
* Fixed issue where stun damage multipliers would be added twice on to an enemy
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.
* Incorrect Cloudburst Staff description in Adventure Mode
 
* Cleaned up back-end unused variables and functions
{{Icon|Performance Enhancing Potion}} - [2, 4, 6, 8]% Decreased Agility Interval. [10, 20, 30, 50] Charges.
* Item statistic for "Damage Taken" is being added to "Damage Dealt"
 
* Greater Dragonbreath displays wrong damage value in description
And yes, a new Potion means new {{Icon|Mastery|Masteries}} for {{Skill|Herblore}} ;)
* Divine Potion providing double the intended effect
 
* Combat stat tracking is occurring for empty equipment slots
==== Agility Skillcape ====
* Cloudburst Staff icon missing in Milestones
What good is a new Skill without a nice Cape to wear and brag about?
* Cleaned up Ranged Milestones
 
* Weird Gloop not providing the +10% Harvest Bonus
{{ItemIcon|Agility Skillcape}} - 20% Global Agility Obstacle cost reduction.
 
=== Adventure Mode ===
The 3rd and final Official Gamemode that will change everything about the way you play the game.
 
{{Icon|Adventure|Adventure Mode}} brings 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 Skills available to you are {{Skill|Attack}}, {{Skill|Strength}}, {{Skill|Defence}}, and {{Skill|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 {{Icon|Hardcore}} Mode.
 
'''Sounds easy, what's the catch?'''
 
Leveling Skills in {{Icon|Adventure|nolink=true}} 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 {{Skill|Attack}}, {{Skill|Strength}}, {{Skill|Defence}}, & {{Skill|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 further 10 (just a visual change).
* Harsher Combat Triangle Modifiers. Same as Hardcore Mode.
* This is a safe Gamemode. It is okay to die.
 
=== Boss Pets ===
[[Pets#Boss Pets|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 {{ZoneIcon|Into the Mist}} Boss Pet requires 5 completions of the Dungeon. This is also unlocked retroactively, so there is no need to complete another 5.
 
{| class="wikitable stickyheader"
|- class="headerRow-0"
! Name !! Acquired From !! Effect
|-
| {{PetIcon|Chick}} || {{ZoneIcon|Chicken Coop}} || +1% Global Accuracy
|-
| {{PetIcon|Zarrah}} || {{ZoneIcon|Undead Graveyard}} || +1% GP from Monsters
|-
| {{PetIcon|Chio}} || {{ZoneIcon|Bandit Base}} || +2% Ranged Strength Bonus
|-
| {{PetIcon|Bouncing Bob}} || {{ZoneIcon|Hall of Wizards}} || +2% Magic Damage Bonus
|-
| {{PetIcon|Rosey}} || {{ZoneIcon|Spider Forest}} || +1% Chance to Double Loot in Combat
|-
| {{PetIcon|Jelly Jim}} || {{ZoneIcon|Miolite Caves}} || +2% Rune Preservation
|-
| {{PetIcon|Ayyden}} || {{ZoneIcon|Deep Sea Ship}} || +2% Slayer Coins
|-
| {{PetIcon|Arctic Yeti}} || {{ZoneIcon|Frozen Cove}} || +2% Ammo Preservation
|-
| {{PetIcon|Harley}} || {{ZoneIcon|Dragons Den}} || +1% Damage to Combat Area Monsters
|-
| {{PetIcon|Mac}} || {{ZoneIcon|Volcanic Cave}} || +1% Damage to Slayer Area Monsters
|-
| {{PetIcon|Singe}} || {{ZoneIcon|Infernal Stronghold}} || +1% Damage to Dungeon Monsters
|-
| {{PetIcon|Aquarias}} || {{ZoneIcon|Air God Dungeon}} || +1% Chance to Double Items Globally
|-
| {{PetIcon|Norman}} || {{ZoneIcon|Water God Dungeon}} || +3% Chance to Preserve Prayer Points
|-
| {{PetIcon|Erran}} || {{ZoneIcon|Earth God Dungeon}} || +1% Damage Reduction
|-
| {{PetIcon|Ren}} || {{ZoneIcon|Fire God Dungeon}} || +2% Max Hit
|-
| {{PetIcon|Pablo}} || {{ZoneIcon|Into the Mist}} || +2% Damage to All Monsters
|}
 
=== Golbin Raid - Stage 2 ===
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 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 leveled up via the Raid Shop (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 {{MonsterIcon|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.
* New Item - {{ItemIcon|Yellow Party Hat}} - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.
* New Pet - {{PetIcon|Preston the Platypus}} - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.
* New Pet - {{PetIcon|Jerry the Giraffe}} - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.
 
==== Balancing ====
* {{Skill|Ranged}} Ammo count does not get replaced any more when selecting different Ammo. It simply replaces the Ammo and increases existing quantity.
* Start with 500 of each elemental Rune, up from 100.
* Start with {{ItemIcon|Bronze Arrows|qty=200}}, up from {{ItemIcon|Bronze Arrows|qty=100|notext=true}}.
* 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 {{ItemIcon|Wasteful Ring}}, {{ItemIcon|Cape of Completion}}, {{ItemIcon|Max Skillcape}} or {{ItemIcon|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.
 
=== New Features ===
* There is a brand new Welcome Screen, which includes seamless Cloud functionality as well as Cloud Account Management.
* Added an announcement system to the game which allows me to post Announcements & News to Players without requiring a game refresh or restart.
* It is now possible to create up to 5 different Characters.
* Prices in the Shop are now colour coded so you know what you can and can't afford.
* Added the Official Development Roadmap as a link in-game.
 
=== Changed Features ===
* 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.
* Skill Preservation chance is now capped at 80%.
* 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.
* 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.
* {{ItemIcon|Aorpheat's Signet Ring}} now provides +100% GP from all sources except {{Skill|Alt. Magic}} and item selling, instead of a flat double to item drops.
* {{ItemIcon|Slayer Skillcape}} now provides +25% Flat Slayer Area Effect Negation. Changed from 60% Area Effect Negation.
* All God Upgrades now provide +15% to their respective bonuses (additive), instead of the previous 20% Increase (multiplicative). This is not a nerf, providing a higher bonus overall than before.
* {{ItemIcon|Amulet of Fishing}} now provides +15% Decreased {{Skill|Fishing}} Interval (additive). Changed from 20% Decrease (multiplicative). This is not a nerf, providing a higher bonus overall than before.
* {{ItemIcon|Woodcutting Skillcape}} now provides -15% {{Skill|Woodcutting}} Interval (Additive). Changed from 50% Decrease (Multiplicative). This is not a nerf, providing a higher bonus overall than before.
* {{ItemIcon|Guardian Amulet}} Base Attack Speed Slow is now +10%, down from 20%.
* 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
* Rune Preservation now affects {{Skill|Alt. Magic}}.
* {{PetIcon|Larry, the Lonely Lizard}} Pet now provides +15 {{Skill|Farming}} Quantity, up from +5.
* {{PrayerIcon|Stone Skin}} Prayer now provides +3% Damage Reduction, down from +5%.
* {{PrayerIcon|Stone Skin}} now costs 3 Prayer Points per enemy Attack, up from 2.
* Adjusted the wording for the {{PrayerIcon|Protect from Melee|notext=true}} {{PrayerIcon|Protect from Ranged|notext=true}} {{PrayerIcon|Protect from Magic|notext=true}} Protect Prayers to be more clear.
* "Skills" wording changed to "Non-Combat" in the Sidebar/Menu.
* {{ItemIcon|Darksteel Dagger}} "Deadly Cut" now performs and attack that deals 200 damage + Enemy Bleeds for 4% enemy max HP over 10 seconds.
* {{ItemIcon|Sanguine Blade}} Special Attack chance is now 30%.
* {{ItemIcon|Sanguine Blade}} Special Attack now causes the Enemy to Bleed for 400% damage dealt if Enemy is on full HP, 250% if below full HP.
* {{ItemIcon|Sandstorm Ring}} now deals 5-15% of Player's current HP 10 times over 4 seconds.
* {{ItemIcon|Almighty Lute}} now grants +250% GP granted from slain Monsters, instead of 5x GP.
* {{MonsterIcon|Malcs, the Leader of Dragons}} now drops {{GP|100000}}- {{GP|150000}} on death, down from {{GP|150000}} - {{GP|225000}}.
* {{ItemIcon|Defence Skillcape}} now provides +40 to all Evasion Ratings, up from +10.
* {{ItemIcon|Generous Resupply}} now contains {{ItemIcon|Shark|Sharks}} instead of {{ItemIcon|Manta Ray|Manta Rays}}.
* {{ItemIcon|Standard Resupply}} now contains {{ItemIcon|Crab|Crabs|qty=150}}, down from {{ItemIcon|Crab|Crabs|qty=200}}.
* {{ItemIcon|Basic Resupply}} now contains {{ItemIcon|Lobster|Lobsters|qty=100}}, down from {{ItemIcon|Lobster|Lobsters|qty=200}}.
* Basic Slayer Gear now unlocks after 15 Normal Slayer Task Completions, down from 20.
* {{ItemIcon|Slayer Gear Upgrade Kit (Strong)}} now unlocks after 25 Hard Slayer Task Completions, down from 30.
* {{ItemIcon|Slayer Gear Upgrade Kit (Elite)}} now unlocks after 30 Elite Slayer Task Completions, down from 40.
* {{ItemIcon|Slayer Gear Upgrade Kit (Master)}} now unlocks after 40 Master Slayer Task Completions, down from 50.
* Elemental Potions now provide [Potion Tier * 2] quantity of a random Elemental Rune per {{Skill|Runecrafting|Runecraft}}, instead of only 1.
* {{Icon|Fishermans Potion|Fisherman's Potions}} now provide +[3, 5, 8, 12]% chance to double Fish, instead of [3, 5, 8, 12]% reduced Junk chance.
* {{Icon|Melee Accuracy Potion|Melee Accuracy Potions}} now provide [10, 15, 20, 30]% Increased Melee Accuracy Rating, up from [5, 10, 15, 25]%.
* {{Icon|Melee Evasion Potion|Melee Evasion Potions}} now provide [10, 15, 20, 30]% Increased Melee Evasion Rating, up from [5, 10, 15, 25]%.
* Doubled the charges for {{Icon|Melee Accuracy Potion|Melee Accuracy Potions}} & {{Icon|Melee Evasion Potion|Melee Evasion Potions}}.
* Clicking "Select Character" from the User Dropdown menu will now send you back to Welcome Screen.
* Moved the Changelog into the new "News & Changelog" tab in the Sidebar/Menu under the Settings link.
 
=== Bugfixes ===
* Offline Pet calculations updated to be more efficient.
* Fixed inaccurate {{ItemIcon|Confetti Crossbow}} effect description.
* Logs sell price no longer has rounding issues.
* Enemies will now die from debuffs/bleed/DoT when below 1 HP.
* Master Slayer Gear will now affect {{Skill|Thieving}} drops.
* {{ItemIcon|Divine Potion IV}} chance to not consume Prayer Points (25%) did not match the item description (35%). Correctly applies at 35% now.
* {{ItemIcon|Gold Emerald Ring}} now gives the expected 7% bonus XP to {{Skill|Prayer}}.
* Fixed {{Skill|Prayer}} XP providing more XP than intended.
* Fixed a slight disagreement between a Skill's {{Icon|Mastery}} Percentage.
* {{ItemIcon|Ancient Ring of Skills}} now applies its bonus to {{Skill|Alt. Magic}}.
* Offline {{Skill|Cooking}} now uses potions correctly.
* Upgrade item window now shows change in Melee Attack Bonuses correctly.
* Fish caught stat now counts correctly for Offline progress.
* {{PetIcon|Ripper the Reindeer|Reindeer}} Pet no longer appears in Pet list if not obtained.
* Looting items manually now checks if your bank is full.
* Duplicate Combat Loot bug should now be squashed.
* {{PrayerIcon|Redemption}} Prayer now functions as intended.
* {{ItemIcon|Hunter's Ring}} passives now process correctly.
* {{Icon|Hardcore}} Character death Steam achievement is now working.
* {{Icon|Rags to Riches II|type=spell}} Combination Rune's {{ItemIcon|Nature Rune}} cost is now accurate.
* Greater Dragonbreath Enemy Special Attack now deals the correct amount of damage listed in its description.
* Fixed issues with character switching during Combat.
* Chance to Hit no longer displays the wrong value.
* {{ItemIcon|Earth Adept Wizard Hat}} now has the correct {{Skill|Magic}} Level required on crafting page.
* Auroras now get the {{ItemIcon|Skull Cape}} effect of Rune Preservation.
* {{ZoneIcon|Runic Ruins}} Slayer Area Effect -30% Magic Evasion now applies as intended.
* You can now idle {{Skill|Cooking}} offline without purchasing the first {{Skill|Cooking}} fire.
* Added missing Slayer Milestones for new Slayer Areas.
* {{ItemIcon|Aorpheat's Signet Ring}} no longer provides double the listed bonus to {{Skill|Thieving}} GP.
* New Bank items are now sorted correctly when using Stack GP Value options.
* Fixed invalid JavaScript syntax declaring unwanted globally scoped variables.
* Fixed some items having duplicate properties.
* Fixed broken Milestone image for Godswords in {{Skill|Attack}}.
* Ancient Wizard Set, and {{ItemIcon|Water Acolyte Wizard Hat}} bonus now match their descriptions.
* {{ItemIcon|Clue Chasers Insignia}} no longer lowers the chance for {{ItemIcon|Crown of Rhaelyx|Rhaelyx}} pieces to drop.
* {{PetIcon|Larry, the Lonely Lizard|Farming Pet}} no longer increases harvest quantity more than intended.
* The {{ItemIcon|Sandstorm Ring}} will no longer consume arrows on each hit.
* Mystic Prayers no longer have inconsistent descriptions.
* [STEAM] Rich presence - Total Level now updates dynamically.
* Offline {{Icon|Mastery}} XP for crafting Skills no longer produces more {{Icon|Mastery}} XP than intended.
* Enemy Special Attack Burning Claws now correctly attacks twice as per its description.
* Removed the Damage Reduction debuff from the Sealing Special Attack description.
* New items added to the game are now sorted correctly.
* Corrected spelling of "Drowsy Spores" special attack.
* Rune counts in the "My Rune" page now update dynamically, and correctly.
* Save timestamp shows in local time, and is no longer a massive string.</onlyinclude>
 
{{VersionMenu}}
{{Menu}}
[[Category:Version]]

Latest revision as of 22:35, 24 February 2022

Alpha v0.19 - (4th March 2021)

Agility

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,

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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 (Obstacle 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

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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 are roughly 43 Obstacles to build, each with individual

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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
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    Mastery
    will grant +10% Cost Reduction for that Obstacle only.
  • Reaching Level 95
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    Mastery
    will grant +10% Cost Reduction for that Obstacle only.
  • 50%
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    Mastery
    Pool bonus grants +10% Cost Reduction for all Obstacles.
  • 95%
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    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%.

Agility Pet

With the inclusion of a new Skill, that also means a new Pet is introduced alongside it!

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Sam

- +15% GP from Agility.

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.

Performance Enhancing Potion - [2, 4, 6, 8]% Decreased Agility Interval. [10, 20, 30, 50] Charges.

And yes, a new Potion means new

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Masteries

for

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Herblore

 ;)

Agility Skillcape

What good is a new Skill without a nice Cape to wear and brag about?

Agility Skillcape - 20% Global Agility Obstacle cost reduction.

Adventure Mode

The 3rd and final Official Gamemode that will change everything about the way you play the game.

Adventure Mode brings 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 Skills available to you are

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Attack

,

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Strength

,

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Defence

, and

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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

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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
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    Attack
    ,
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    Strength
    ,
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    Defence
    , &
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    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 further 10 (just a visual change).
  • Harsher Combat Triangle Modifiers. Same as Hardcore Mode.
  • This is a safe Gamemode. It is okay to die.

Boss Pets

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

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Into the Mist

Boss Pet requires 5 completions of the Dungeon. This is also unlocked retroactively, so there is no need to complete another 5.

Golbin Raid - Stage 2

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 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 leveled up via the Raid Shop (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.
  • New Item - Yellow Party Hat - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.
  • New Pet -
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    Preston the Platypus
    - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.
  • New Pet -
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    Jerry the Giraffe
    - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.

Balancing

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    Ranged
    Ammo count does not get replaced any more when selecting different Ammo. It simply replaces the Ammo and increases existing quantity.
  • Start with 500 of each elemental Rune, up from 100.
  • 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 Completion, 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.

New Features

  • There is a brand new Welcome Screen, which includes seamless Cloud functionality as well as Cloud Account Management.
  • Added an announcement system to the game which allows me to post Announcements & News to Players without requiring a game refresh or restart.
  • It is now possible to create up to 5 different Characters.
  • Prices in the Shop are now colour coded so you know what you can and can't afford.
  • Added the Official Development Roadmap as a link in-game.

Changed Features

  • 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.
  • Skill Preservation chance is now capped at 80%.
  • 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.
  • 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.
  • Aorpheat's Signet Ring now provides +100% GP from all sources except
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    Alt. Magic
    and item selling, instead of a flat double to item drops.
  • Slayer Skillcape now provides +25% Flat Slayer Area Effect Negation. Changed from 60% Area Effect Negation.
  • All God Upgrades now provide +15% to their respective bonuses (additive), instead of the previous 20% Increase (multiplicative). This is not a nerf, providing a higher bonus overall than before.
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    Amulet of Fishing
    now provides +15% Decreased
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    Fishing
    Interval (additive). Changed from 20% Decrease (multiplicative). This is not a nerf, providing a higher bonus overall than before.
  • Woodcutting Skillcape now provides -15%
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    Woodcutting
    Interval (Additive). Changed from 50% Decrease (Multiplicative). This is not a nerf, providing a higher bonus overall than before.
  • Guardian Amulet Base Attack Speed Slow is now +10%, down from 20%.
  • 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
  • Rune Preservation now affects
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    Alt. Magic
    .
  • Larry, the Lonely Lizard Pet now provides +15
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    Farming
    Quantity, up from +5.
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    Stone Skin
    Prayer now provides +3% Damage Reduction, down from +5%.
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    Stone Skin
    now costs 3 Prayer Points per enemy Attack, up from 2.
  • Adjusted the wording for the
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    Protect Prayers to be more clear.
  • "Skills" wording changed to "Non-Combat" in the Sidebar/Menu.
  • Darksteel Dagger "Deadly Cut" now performs and attack that deals 200 damage + Enemy Bleeds for 4% enemy max HP over 10 seconds.
  • Sanguine Blade Special Attack chance is now 30%.
  • Sanguine Blade Special Attack now causes the Enemy to Bleed for 400% damage dealt if Enemy is on full HP, 250% if below full HP.
  • Sandstorm Ring now deals 5-15% of Player's current HP 10 times over 4 seconds.
  • Almighty Lute now grants +250% GP granted from slain Monsters, instead of 5x GP.
  • Malcs, the Leader of Dragons now drops 100,000GP- 150,000GP on death, down from 150,000GP - 225,000GP.
  • Defence Skillcape now provides +40 to all Evasion Ratings, up from +10.
  • Generous Resupply now contains Sharks instead of Manta Rays.
  • Standard Resupply now contains 150 Crabs, down from 200 Crabs.
  • Basic Resupply now contains 100 Lobsters, down from 200 Lobsters.
  • Basic Slayer Gear now unlocks after 15 Normal Slayer Task Completions, down from 20.
  • Slayer Gear Upgrade Kit (Strong) now unlocks after 25 Hard Slayer Task Completions, down from 30.
  • Slayer Gear Upgrade Kit (Elite) now unlocks after 30 Elite Slayer Task Completions, down from 40.
  • Slayer Gear Upgrade Kit (Master) now unlocks after 40 Master Slayer Task Completions, down from 50.
  • Elemental Potions now provide [Potion Tier * 2] quantity of a random Elemental Rune per
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    Runecraft
    , instead of only 1.
  • Fisherman's Potions now provide +[3, 5, 8, 12]% chance to double Fish, instead of [3, 5, 8, 12]% reduced Junk chance.
  • Melee Accuracy Potions now provide [10, 15, 20, 30]% Increased Melee Accuracy Rating, up from [5, 10, 15, 25]%.
  • Melee Evasion Potions now provide [10, 15, 20, 30]% Increased Melee Evasion Rating, up from [5, 10, 15, 25]%.
  • Doubled the charges for Melee Accuracy Potions & Melee Evasion Potions.
  • Clicking "Select Character" from the User Dropdown menu will now send you back to Welcome Screen.
  • Moved the Changelog into the new "News & Changelog" tab in the Sidebar/Menu under the Settings link.

Bugfixes

  • Offline Pet calculations updated to be more efficient.
  • Fixed inaccurate
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    Confetti Crossbow
    effect description.
  • Logs sell price no longer has rounding issues.
  • Enemies will now die from debuffs/bleed/DoT when below 1 HP.
  • Master Slayer Gear will now affect
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    Thieving
    drops.
  • Divine Potion IV chance to not consume Prayer Points (25%) did not match the item description (35%). Correctly applies at 35% now.
  • Gold Emerald Ring now gives the expected 7% bonus XP to
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    Prayer
    .
  • Fixed
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    Prayer
    XP providing more XP than intended.
  • Fixed a slight disagreement between a Skill's
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    Mastery
    Percentage.
  • Ancient Ring of Skills now applies its bonus to
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    Alt. Magic
    .
  • Offline
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    Cooking
    now uses potions correctly.
  • Upgrade item window now shows change in Melee Attack Bonuses correctly.
  • Fish caught stat now counts correctly for Offline progress.
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    Reindeer
    Pet no longer appears in Pet list if not obtained.
  • Looting items manually now checks if your bank is full.
  • Duplicate Combat Loot bug should now be squashed.
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    Redemption
    Prayer now functions as intended.
  • Hunter's Ring passives now process correctly.
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    Hardcore
    Character death Steam achievement is now working.
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    Rags to Riches II
    Combination Rune's Nature Rune cost is now accurate.
  • Greater Dragonbreath Enemy Special Attack now deals the correct amount of damage listed in its description.
  • Fixed issues with character switching during Combat.
  • Chance to Hit no longer displays the wrong value.
  • Earth Adept Wizard Hat now has the correct
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    Magic
    Level required on crafting page.
  • Auroras now get the Skull Cape effect of Rune Preservation.
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    Runic Ruins
    Slayer Area Effect -30% Magic Evasion now applies as intended.
  • You can now idle
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    Cooking
    offline without purchasing the first
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    Cooking
    fire.
  • Added missing Slayer Milestones for new Slayer Areas.
  • Aorpheat's Signet Ring no longer provides double the listed bonus to
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    Thieving
    GP.
  • New Bank items are now sorted correctly when using Stack GP Value options.
  • Fixed invalid JavaScript syntax declaring unwanted globally scoped variables.
  • Fixed some items having duplicate properties.
  • Fixed broken Milestone image for Godswords in
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    Attack
    .
  • Ancient Wizard Set, and Water Acolyte Wizard Hat bonus now match their descriptions.
  • Clue Chasers Insignia no longer lowers the chance for Rhaelyx pieces to drop.
  • Farming Pet no longer increases harvest quantity more than intended.
  • The Sandstorm Ring will no longer consume arrows on each hit.
  • Mystic Prayers no longer have inconsistent descriptions.
  • [STEAM] Rich presence - Total Level now updates dynamically.
  • Offline
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    Mastery
    XP for crafting Skills no longer produces more
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    Mastery
    XP than intended.
  • Enemy Special Attack Burning Claws now correctly attacks twice as per its description.
  • Removed the Damage Reduction debuff from the Sealing Special Attack description.
  • New items added to the game are now sorted correctly.
  • Corrected spelling of "Drowsy Spores" special attack.
  • Rune counts in the "My Rune" page now update dynamically, and correctly.
  • Save timestamp shows in local time, and is no longer a massive string.
Melvor Idle Version History (Current: v1.3.1)
2018 v0.01 v0.01.1, v0.01.2 | v0.02 | v0.03 v0.03.1, v0.03.2, v0.03.3, v0.03.4, v0.03.5, v0.03.6
2019 v0.04 v0.04.2, v0.04.3 | v0.05 v0.05.1 | v0.06 | v0.07 v0.07.1 | v0.08 v0.08.1, v0.08.2 | v0.09 v0.09.1, v0.09.2 | v0.10 v0.10.1, v0.10.2
2020 v0.11 v0.11.1, v0.11.2 | v0.12 v0.12.1, v0.12.2 | v0.13 | v0.14 v0.14.1, v0.14.2 | v0.15 v0.15.1, v0.15.2, v0.15.3, v0.15.4 | v0.16 v0.16.1, v0.16.2, v0.16.3 | v0.17 | v0.18 v0.18.1
2021 v0.18.2 | v0.19 v0.19.1, v0.19.2 | v0.20 | v0.21 | v0.22 v0.22.1 | v1.0 v1.0.1
2022 v1.0.2 v1.0.3 v1.0.4 v1.0.5 | v1.1 v1.1.1
2023 v1.1.2 | v1.2 v1.2.1 v1.2.2
2024
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v1.3 v1.3.1