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* {{Icon|Magic Assistance Potion}}: Now provides +10% chance to ignore burn and +10% chance to ignore Frostburn, on top of its original bonuses. | * {{Icon|Magic Assistance Potion}}: Now provides +10% chance to ignore burn and +10% chance to ignore Frostburn, on top of its original bonuses. | ||
=====Changes | =====Changes===== | ||
* {{Icon|Melee Accuracy Potion}}: Charges increased from [10, 10, 10, 20] to [20, 20, 20, 30]. | * {{Icon|Melee Accuracy Potion}}: Charges increased from [10, 10, 10, 20] to [20, 20, 20, 30]. | ||
* {{Icon|Melee Evasion Potion}}: Charges increased from [10, 10, 10, 20] to [30, 30, 30, 40]. | * {{Icon|Melee Evasion Potion}}: Charges increased from [10, 10, 10, 20] to [30, 30, 30, 40]. | ||
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* {{PrayerIcon|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. {{SkillReq|Prayer|95}} | * {{PrayerIcon|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. {{SkillReq|Prayer|95}} | ||
====Adjustments to | ====Adjustments to Prayers==== | ||
* Reduced the rate at which {{Skill|Prayer}} XP is earned by 2/3rds. | * Reduced the rate at which {{Skill|Prayer}} XP is earned by 2/3rds. | ||
* {{PrayerIcon|Mystic Might}}: Now provides +5% Magic Max Hit on top of its original effect. | * {{PrayerIcon|Mystic Might}}: Now provides +5% Magic Max Hit on top of its original effect. | ||
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=====Changes to Prayer Level Requirements===== | =====Changes to Prayer Level Requirements===== | ||
The level requirement of {{Skill|Prayer|Prayers}} have never really made sense, and the scaling and progression falls off around the | The level requirement of {{Skill|Prayer|Prayers}} have never really made sense, and the scaling and progression falls off around the {{SkillReq|Prayer|70}} mark. These changes are made to even out the Prayer progression and make it feel like you are always unlocking something new. | ||
* {{PrayerIcon|Sharp Eye}}: 8 -> 10 | * {{PrayerIcon|Sharp Eye}}: 8 -> 10 | ||
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====Combat Balance Changes==== | ====Combat Balance Changes==== | ||
With the inclusion of a lot of new Content, we took the time to go through Combat and make necessary balance changes. | With the inclusion of a lot of new Content, we took the time to go through {{Icon|Combat}} and make necessary balance changes. | ||
=====Adjustments to Monsters===== | =====Adjustments to Monsters===== | ||
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=====New Monster Special Attacks & Passives===== | =====New Monster Special Attacks & Passives===== | ||
* | * {{MonsterIcon|Dark Horned Elite}} now has 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 10 second. | ||
* | * {{MonsterIcon|Furious Horned Elite}} now has a special attack: Horn Shots (30%) - Fires 3 small horns in rapid succession dealing 60% of the enemy's normal damage each (avoidable). | ||
* | * {{MonsterIcon|Pegasus}} now has a Passive: Fleeting Defence: Evasion Ratings are multiplied by 1.3 times current Hitpoints percent. | ||
=====New Monster Item Drops===== | =====New Monster Item Drops===== | ||
* | * {{ZoneIcon|Forest of Goo}} monsters can now drop {{ItemIcon|Goo}}. It can be used to craft new Potions. | ||
* | * {{ZoneIcon|Arid Plains}} monster can now drop {{ItemIcon|Wildflower|Wildflowers}}. It can be used to craft new potions. | ||
* | * {{MonsterIcon|Turkul Throwers}} can now drop the new {{ItemIcon|Throwing Power Gloves}}. | ||
* | * {{MonsterIcon|Druid}} can now drop half of the new {{ItemIcon|Nature's Call Staff}}. | ||
* Raging Horned | * {{MonsterIcon|Raging Horned Elite}} can now drop the new {{ItemIcon|War Axe}}. | ||
* Seething Horned | * {{MonsterIcon|Seething Horned Elite}} can now drop the new {{ItemIcon|Warberd}} weapon. | ||
* Ranged | * {{MonsterIcon|Ranged Golbin}} can now drop the new {{ItemIcon|Slingshot}}. | ||
=====Misc Monster Changes===== | =====Misc Monster Changes===== | ||
* Increased the maximum number of Ancient Throwing Knives and Ancient Javelins that can drop from Furious Horned Elites from 30 to 45. | * Increased the maximum number of {{ItemIcon|Ancient Throwing Knife|Ancient Throwing Knives}} and {{ItemIcon|Ancient Javelin|Ancient Javelins}} that can drop from {{MonsterIcon|Furious Horned Elite|Furious Horned Elites}} from 30 to 45. | ||
* The Seething Horned Elite now attacks with Magic instead of Melee. | * The {{MonsterIcon|Seething Horned Elite}} now attacks with {{Skill|Magic}} instead of {{Skill|Attack|Melee}}. | ||
* Increased the maximum number of gems the Seething Horned Elite can drop: 30 | * Increased the maximum number of gems the {{MonsterIcon|Seething Horned Elite}} can drop: {{ItemIcon|Topaz|qty=30}} (up from {{ItemIcon|Topaz|qty=10|notext=true}}), {{ItemIcon|Sapphire|qty=20}} (up from {{ItemIcon|Sapphire|qty=10|notext=true}}) and {{ItemIcon|Ruby|qty=15}} (up from {{ItemIcon|Ruby|qty=10|notext=true}}). | ||
=====Buffs to Combat Styles===== | =====Buffs to Combat Styles===== | ||
* Using the Stab Melee Style now provides +6 Attack Levels (Hidden) | * Using the Stab Melee Style now provides +6 {{Skill|Attack}} Levels (Hidden) | ||
* Using the Defensive Magic Style now provides +6 Defence Levels (Hidden) | * Using the Defensive Magic Style now provides +6 {{Skill|Defence}} Levels (Hidden) | ||
* The Accurate Ranged Style now provides +6 Ranged Levels (Hidden), up from 3. | * The Accurate Ranged Style now provides +6 {{Skill|Ranged}} Levels (Hidden), up from 3. | ||
=====Adjustments to Existing Equipment===== | =====Adjustments to Existing Equipment===== | ||
* {{ItemIcon|Green Wizard Robes}} now provide +1% Damage Reduction and +2% Magic Damage Bonus on top of their original stats. | |||
* {{ItemIcon|Blue Wizard Robes}} now provide +2% Damage Reduction and +3% Magic Damage Bonus on top of their original stats. | |||
* | * {{ItemIcon|Red Wizard Robes}} now provide +3% Damage Reduction and +4% Magic Damage Bonus on top of their original stats. | ||
* | * {{ItemIcon|Black Wizard Robes}} now provide +4% Damage Reduction and +5% Magic Damage Bonus on top of their original stats. | ||
* | * {{ItemIcon|Ancient Wizard Robes}} now provide +6% Magic Max Hit and +6% Magic Accuracy Rating when using Surge spells on top of their original stats. | ||
* | * {{ItemIcon|Staff of Earth|Basic Elemental Staves|nolink=true}} now provide +5% Magic Damage Bonus. | ||
* | * {{ItemIcon|Earth Battlestaff|Elemental Battlestaves|nolink=true}} now provide +10% Magic Damage Bonus. | ||
* | * {{ItemIcon|Priest Hat}} now provides +10% chance to preserve Prayer Points on top of its existing bonuses. | ||
* | * {{ItemIcon|Silver Emerald Ring}} now provides +8 Ranged Attack Bonus on top of its original stats. | ||
* | |||
* | |||
====Weapon Special Attack Changes==== | ====Weapon Special Attack Changes==== | ||
* | * {{ItemIcon|Big ol Ron}} special changed to: For every 2000 base Max {{Skill|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 (previously: Gain +50% Melee Strength Bonus when fighting a Boss). | ||
* | * {{ItemIcon|Ragnar Godsword}} special changed 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 (previously: Perform 3 unavoidable attacks). | ||
* | * {{ItemIcon|Aeris Godsword}} special changed to: Attack 5 times for 50% of your normal damage (avoidable). Gain +20% Max Hit each time you successfully hit, stacking up to 5 times. Stacks reset on a miss (previously: Attack 5 times for 50% of your normal damage. Attacks can miss). | ||
* | * {{ItemIcon|Ancient 2H Sword}} special changed 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 (previously: Perform an attack that does 200% of your normal damage). | ||
* | * {{ItemIcon|Terran Godsword}} special changed to: Perform an unavoidable attack that does 200% of your max hit multiplied by your current Hitpoints percent damage (previously: Perform an unavoidable attack that does 100% of your max hit). | ||
* | * {{ItemIcon|Twin Exiles}} special attack damage increased from 70% to 75%. | ||
* | * {{ItemIcon|Tidal Edge}} special attack damage increased from 500 to 600. | ||
* | * {{ItemIcon|Ocean Song}} special attack reduced to -50% Attack Interval for 2 turns (previously: -60% Attack Interval for 3 turns). | ||
=====Fury of the Elemental Zodiacs===== | =====Fury of the Elemental Zodiacs===== | ||
* The stats of | * The stats of {{ItemIcon|Fury of the Elemental Zodiacs}} have been increased: | ||
** Melee Strength Bonus: 20 -> 30 | ** Melee Strength Bonus: 20 -> 30 | ||
** Melee Attack Bonuses: 20 -> 30 | ** Melee Attack Bonuses: 20 -> 30 | ||
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=====Silver Jewellery===== | =====Silver Jewellery===== | ||
* | * {{ItemIcon|Silver Topaz Ring}} now provides +12 Stab Attack Bonus (previously +5 Melee Attack Bonuses). | ||
* | * {{ItemIcon|Silver Sapphire Ring}} now provides +6 Block Attack Bonus and +12 Melee Defence Bonus (previously +8 Melee Defence Bonus). | ||
* | * {{ItemIcon|Silver Ruby Ring}} now provides +6 Slash Attack Bonus and +3 Melee Strength bonus (previously +5 Melee Strength Bonus). | ||
* | * {{ItemIcon|Silver Topaz Necklace}} is now a Passive item and provides +12 Hidden Attack Levels (previously +6 Melee Attack Bonuses). | ||
* | * {{ItemIcon|Silver Sapphire Necklace}} is now a Passive item and provides +10 Magic Attack Bonus, +3% Magic Damage Bonus and +3% Magic Lifesteal (previously +6 Melee Defence Bonus). | ||
* | * {{ItemIcon|Silver Ruby Necklace}} is now a Passive item and provides +6 Hidden Strength Levels (previously +5 Melee Strength Bonus). | ||
* | * {{ItemIcon|Silver Emerald Necklace}} is now a Passive item and provides +6 Hidden Ranged Levels and +5% increased Ammo Preservation (previously +8 Ranged Strength Bonus). | ||
* | * {{ItemIcon|Silver Diamond Necklace}} is now a Passive item and provides +10% of Maximum Hit added to Minimum Hit when using a 2H Melee weapon (previously +2% Damage Reduction). | ||
=====Gold Jewellery===== | =====Gold Jewellery===== | ||
* | * {{ItemIcon|Gold Ruby Ring}} now provides +3 Flat Hitpoints Regeneration (previously +10% Hitpoint Regeneration). | ||
* | * {{ItemIcon|Gold Emerald Ring}} XP bonus reduced from 7% to 4%. | ||
* | * {{ItemIcon|Gold Diamond Ring}} now makes the {{PrayerIcon|Protect Item}} Prayer cost nothing. Previously it automatically stopped combat when your Hitpoints were below 10%. | ||
* | * {{ItemIcon|Gold Topaz Necklace}} is now a Passive item and provides +10% GP from Monsters and +50 GP from Monsters (previously +6 Ranged Attack Bonus). | ||
* | * {{ItemIcon|Gold Sapphire Necklace}} is now a Passive item and provides +30 Ranged Defence Bonus and +1% Damage Reduction when fighting Ranged enemies with Melee (previously +8 Ranged Defence Bonus). | ||
* | * {{ItemIcon|Gold Ruby Necklace}} is now a Passive item and provides -2s Hitpoint Regeneration Interval and +20% Hitpoint Regeneration (previously +4 Ranged Attack Bonus and +4 Ranged Strength Bonus). | ||
* | * {{ItemIcon|Gold Emerald Necklace}} is now a Passive item and provides +30 Magic Defence Bonus and +1% Damage Reduction when fighting Magic enemies with Ranged (previously +2 Melee Attack Bonuses and +8 Melee Defence Bonus). | ||
* | * {{ItemIcon|Gold Diamond Necklace}} is now a Passive item and provides +30 Melee Defence Bonus and +1% Damage Reduction when fighting Melee enemies with Magic (previously +5 Melee Attack Bonuses, +5 Melee Strength Bonus and +5 Melee Defence Bonus). | ||
====Miscellaneous Equipment Changes==== | ====Miscellaneous Equipment Changes==== | ||
* | * {{ItemIcon|Obsidian Cape}} now provides +1 Melee Defence Bonus for every {{Skill|Defence}} Level you have and +1 Ranged Defence Bonus for every {{Skill|Ranged}} level you have (previously +9 Melee Defence Bonus and +9 Ranged Defence Bonus). | ||
* | * {{ItemIcon|Mystic Earth Staff|Mystic Elemental Staves|nolink=true}} Magic Damage Bonus increased from +5% to +20%. | ||
* | * All Elemental Staff rune reduction quantity increased by 2. | ||
* | * All Battleaxe Slash and Block Attack Bonuses reduced by 50%. | ||
* | * All Battleaxe Melee Strength Bonuses increased by 75%. | ||
* | * {{ItemIcon|Attack Skillcape}} Melee Attack Bonuses increased from 10 to 30. | ||
* | * {{ItemIcon|Strength Skillcape}} Melee Strength Bonus increased from 10 to 15. | ||
* | * {{ItemIcon|Defence Skillcape}} Defense Bonuses increased from 49 to 80. | ||
====Adjustments to Standard Magic Spells==== | ====Adjustments to Standard Magic Spells==== | ||
Doubled the Air rune cost of all Air spells | * 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 Water spells by 5. | ||
Increased the base damage of all Earth spells by 10 | * Increased the base damage of all Earth spells by 10. | ||
Increased the base damage of all Fire spells by 15 | * 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 | Due to changes to Standard Spells some Magic Monsters have had minor changes to their Max Hits: | ||
{| class="wikitable" | |||
|- | |||
! Monster !! Old Max Hit !! New Max Hit | |||
|- | |||
| {{MonsterIcon|The Eye}} || 139 || 140 | |||
|- | |||
| {{MonsterIcon|Wizard}} || 119 || 118 | |||
|- | |||
| {{MonsterIcon|Dark Wizard}} || 209 || 210 | |||
|- | |||
| {{MonsterIcon|Master Wizard}} || 168 || 169 | |||
|- | |||
| {{MonsterIcon|Water Guard}} || 367 || 366 | |||
|- | |||
| {{MonsterIcon|Water Golem}} || 565 || 564 | |||
|- | |||
| {{MonsterIcon|Glacia}} || 778 || 777 | |||
|- | |||
| {{MonsterIcon|Fire Golem}} || 577 || 576 | |||
|- | |||
| {{MonsterIcon|Pyra}} || 743 || 746 | |||
|- | |||
| {{MonsterIcon|Ragnar}} || 793 || 796 | |||
|- | |||
| {{MonsterIcon|Miolite Monarch}} || 184 || 183 | |||
|- | |||
| {{MonsterIcon|Elementalist}} || 239 || 240 | |||
|- | |||
| {{MonsterIcon|Cursed Maiden}} || 449 || 450 | |||
|- | |||
| {{MonsterIcon|Wicked Greater Dragon}} || 476 || 477 | |||
|- | |||
| {{MonsterIcon|Ku-tul}} || 765 || 763 | |||
|- | |||
| {{MonsterIcon|Priest}} || 212 || 213 | |||
|- | |||
| {{MonsterIcon|Fearful Eye}} || 235 || 236 | |||
|- | |||
| {{MonsterIcon|Phoenix}} || 370 || 371 | |||
|} | |||
====Adjustments to the Combat Triangle==== | ====Adjustments to the Combat Triangle==== | ||
* Lowered the Melee vs. Magic Damage Reduction penalty from 0.5x to 0.75x in Standard Mode | * Lowered the {{Skill|Attack|Melee}} vs. {{Skill|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 | * Lowered the {{Skill|Attack|Melee}} vs. {{Skill|Magic}} Damage Reduction penalty from 0.25 to 0.5x in {{Icon|Hardcore}} and {{Icon|Adventure}} Mode | ||
====Adjustments to Slayer Area Effects==== | ====Adjustments to Slayer Area Effects==== | ||
=====New:===== | =====New:===== | ||
* Penumbra now has the effect: -10% Accuracy Rating. | * {{ZoneIcon|Penumbra}} now has the effect: -10% Accuracy Rating. | ||
* Strange Cave now has the effect: -15% Global Evasion. | * {{ZoneIcon|Strange Cave}} now has the effect: -15% Global Evasion. | ||
* High Lands now has the effect: Enemies heal 20% of their current | * {{ZoneIcon|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 | * {{ZoneIcon|Holy Isles}} now has the effect: +20% Prayer Point Cost. | ||
* Forest of Goo now has the effect: +10% Attack Interval | * {{ZoneIcon|Forest of Goo}} now has the effect: +10% Attack Interval. | ||
* Desolate Plains now has the effect: -100% Hitpoint Regeneration | * {{ZoneIcon|Desolate Plains}} now has the effect: -100% Hitpoint Regeneration. | ||
=====Changes:===== | =====Changes:===== | ||
* | * {{ZoneIcon|Runic Ruins}} effect has been increased to -50% Magic Evasion if your Attack Style is not {{Skill|Magic}} (up from -40%). | ||
* | * {{ZoneIcon|Arid Plains}} effect has been decreased to -30% Food Efficiency (down from -40%). | ||
* | * {{ZoneIcon|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. | * Changed the phrasing of the {{ZoneIcon|Dark Waters}} effect to be more consistent with other game terminology. | ||
===New Skill: Astrology=== | ===New Skill: Astrology=== | ||
====Introduction==== | ====Introduction==== | ||
Astrology is the final Skill to be added to Melvor Idle for v1.0. | {{Skill|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. | Now, ignore all the modern day Horoscope nonsense and let me take you back to medieval times where Melvor Idle is set. | ||
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There are 11 unique constellations for you to study, each assigned two different Skills that can be boosted. | 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 - | 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 - {{ItemIcon|Stardust}} and {{ItemIcon|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 | 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 {{ItemIcon|Stardust|nolink=true}} or {{ItemIcon|Golden Stardust|nolink=true}}, 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. | The Modifiers you roll are active at all times, and will remain active until you decide to reroll it for a new one. | ||
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The modifiers you are able to roll are separated into two distinct categories - '''Standard Modifiers''' and '''Unique Modifiers'''. | 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 | '''Standard Modifiers''' are largely the same within all constellations, depending on whether the Skill they benefit is {{Icon|Combat}} related or not. Each constellation houses 3 stars that can contain one Standard Modifier each. These are rerolled at the cost of {{ItemIcon|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 | '''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 {{ItemIcon|Golden Stardust}}. But be careful, {{ItemIcon|Golden Stardust|nolink=true}} is quite rare to come by. | ||
====Expansion==== | ====Expansion==== | ||
Although Astrology is simple in terms of its mechanics and purpose in the game, it has been designed with future expansion in mind. This skill opens up a lot of different avenues for the game, and will eventually provide a lot of unique mechanics to the game which will be quite noticeable in the Level 120 Content Expansion. | Although Astrology is simple in terms of its mechanics and purpose in the game, it has been designed with future expansion in mind. This skill opens up a lot of different avenues for the game, and will eventually provide a lot of unique mechanics to the game which will be quite noticeable in the Level 120 Content Expansion. | ||
Right now, the Skill is all about giving you nothing but bonuses. In the future, it will be the doorway to new mechanics and pathways when | Right now, the Skill is all about giving you nothing but bonuses. In the future, it will be the doorway to new mechanics and pathways when leveling up a character. | ||
Astrology will also help you with the challenges to come in Endgame Content Pt.3 and beyond. | Astrology will also help you with the challenges to come in Endgame Content Pt.3 and beyond. | ||
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With the introduction of Astrology being the final Skill added to the game, it’s time to finally give you one of the most requested additions. | With the introduction of Astrology being the final Skill added to the game, it’s 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 | You are now able to purchase a 4th {{UpgradeIcon|Extra Equipment Set}} from the Shop. It requires {{SkillReq|Astrology|99}} and {{GP|100000000}} to unlock. This will be fantastic for a Skilling setup. | ||
====New Potion==== | ====New Potion==== | ||
We have added a Secret Stardust Potion to Herblore which will greatly assist in your Astrology training, even well beyond Level 99. | We have added a {{Icon|Secret Stardust Potion}} to {{Skill|Herblore}} which will greatly assist in your {{Skill|Astrology}} training, even well beyond Level 99. | ||
===Statistics 2.0=== | ===Statistics 2.0=== | ||
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We have added statistics for the following: | We have added statistics for the following: | ||
* Agility | * {{Skill|Agility}} | ||
* Summoning | * {{Skill|Summoning}} | ||
* Astrology | * {{Skill|Astrology}} | ||
* Alt. Magic | * {{Skill|Alt. Magic}} | ||
* Melee Combat | * {{Skill|Attack|Melee}} Combat | ||
* Ranged Combat | * {{Skill|Ranged}} Combat | ||
* Magic Combat | * {{Skill|Magic}} Combat | ||
* Prayer | * {{Skill|Prayer}} | ||
* Slayer | * {{Skill|Slayer}} | ||
* Shop | * Shop | ||
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Some new notable Stat additions: | Some new notable Stat additions: | ||
* Account Age (Not retroactive) | * Account Age (Not retroactive) | ||
* Signet Ring Halves Missed | * {{ItemIcon|Aorpheat's Signet Ring|Signet Ring}} Halves Missed | ||
You will continue to see many new Statistics over coming updates and Expansions. | You will continue to see many new Statistics over coming updates and Expansions. | ||
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====New Completion Log UI==== | ====New Completion Log UI==== | ||
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! | |||
====Updated Item Log==== | ====Updated Item Log==== | ||
* The Item Log now as some minor UI changes to make it look nicer | * The Item Log now as some minor UI changes to make it look nicer. | ||
* You can now search for items within the Item Log | * 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. | * Hovering/tapping on a hidden item will now tell you the name of the Item that is yet to be discovered. | ||
* There’s a few new Item Log filtering options - Show All, Show Discovered Items, Show Undiscovered Items. | * There’s a few new Item Log filtering options - Show All, Show Discovered Items, Show Undiscovered Items. | ||
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Some Milestones have received a new UI to better communicate the achievement you reached: | Some Milestones have received a new UI to better communicate the achievement you reached: | ||
* | * Leveling 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. | * Achieving Level 99 {{Icon|Mastery}} for any item will provide a similar popup at the top of the screen. | ||
* Fireworks :D | * Fireworks :D | ||
===Tutorial Island=== | ===Tutorial Island=== | ||
This is well overdue, but we finally got there in the end! | This is well overdue, but we finally got there in the end! | ||
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===Tick-Based Skills=== | ===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. | We promised a little while ago that eventually all Skills will transition to a Tick-Based system, just like {{Icon|Combat}} and {{Skill|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. | 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. | Tick-Based Skills also provide the benefit of {{Icon|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: | This update transitions two Skills to the new Tick-Based System: | ||
* Firemaking | * {{Skill|Firemaking}} | ||
* Mining | * {{Skill|Mining}} | ||
'''The transition to Tick-Based also means the Controlled Heat & Perfect Swing Potions now work offline!''' | '''The transition to Tick-Based also means the {{Icon|Controlled Heat Potion|Controlled Heat}} & {{Icon|Perfect Swing Potion|Perfect Swing Potions}} now work offline!''' | ||
Mining also received a minor QoL update in the process: | {{Skill|Mining}} also received a minor QoL update in the process: | ||
* Mining nodes now passively regenerate 1 HP every 10 seconds. | * {{Skill|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. | * 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. | A lot of reported {{Skill|Mining}} bugs were also rectified in this transition. We will detail those below in the Bug Fix change list. | ||
===Offline Time Cap Increase=== | ===Offline Time Cap Increase=== | ||
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===New Farming Plant Option (QoL)=== | ===New Farming Plant Option (QoL)=== | ||
The addition of Passive Cooking and utilisation of multiple | The addition of Passive {{Skill|Cooking}} and utilisation of multiple {{Skill|Farming}} ingredients made it clear that {{Skill|Farming|nolink=true}} needed a slight adjustment to help with your crop management. | ||
This update comes equipped with a new “Plant All Selected” Farming option. | This update comes equipped with a new “Plant All Selected” {{Skill|Farming|nolink=true}} 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. | 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. | ||
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This is one of the most discussed and suggested changes Melvor Idle has ever seen. I don’t think there is a day that goes by where a suggestion to do something about the Looting mechanic, especially for late game players. | This is one of the most discussed and suggested changes Melvor Idle has ever seen. I don’t 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. | As the development of the game progressed, and the content you faced became harder, it became clear that the absolute requirement to have the {{ItemIcon|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. | In general, it is okay to use it for part of the game, but not for everything you face after acquiring it. | ||
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* Running from Combat will now automatically loot everything in the Loot container. No more accidental lost loot. | * Running from Combat will now automatically loot everything in the Loot container. No more accidental lost loot. | ||
* | * {{UpgradeIcon|Loot Container Stacking}} 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. | * 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. | ||
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Every update, including changelogs and store pages, will be localised in the same 13 languages. | Every update, including changelogs and store pages, will be localised in the same 13 languages. | ||
===Other Changes=== | ===Other Changes=== | ||
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====New==== | ====New==== | ||
* Equipment that provides bonuses based on other items being equipped now have colour matching borders around them to indicate that the bonus is active | * Equipment that provides bonuses based on other items being equipped now have colour matching borders around them to indicate that the bonus is active | ||
* The effects of a monster being Afflicted during the Into the Mist dungeon is now viewable as an Enemy Passive. | * The effects of a monster being Afflicted during the {{ZoneIcon|Into the Mist}} dungeon is now viewable as an Enemy Passive. | ||
* If you missed it above, the Controlled Heat & Perfect Swing Potions now work Offline. | * If you missed it above, the {{Icon|Controlled Heat Potion|Controlled Heat}} & {{Icon|Perfect Swing Potion|Perfect Swing Potions}} now work Offline. | ||
====Changes==== | ====Changes==== | ||
* A large amount of code related to the game's interface has been changed in preparation of localizing the game. You hopefully won't notice any changes (if you do please let us know), but this may break Scripts/Extensions. | * A large amount of code related to the game's interface has been changed in preparation of localizing the game. You hopefully won't notice any changes (if you do please let us know), but this may break Scripts/Extensions. | ||
* Increased the quantity of Bones from Bone Offering from 2 to 3 | * Increased the quantity of {{ItemIcon|Bones}} from {{Icon|Bone Offering|type=spell}} from 2 to 3. | ||
* Increased the quantity of Holy Dust from Blessed Offering from 2 to 3 | * Increased the quantity of {{ItemIcon|Holy Dust}} from {{Icon|Blessed Offering|type=spell}} from 2 to 3. | ||
* Slayer Area effects now visually update based on your current amount of Slayer Area Effect Negation | * {{Skill|Slayer}} Area effects now visually update based on your current amount of Slayer Area Effect Negation | ||
* You can now receive the Leech, Ice Monster, Skeleton, Zombie Hand, Zombie and Ghost as Slayer tasks. | * You can now receive the {{MonsterIcon|Leech}}, {{MonsterIcon|Ice Monster}}, {{MonsterIcon|Skeleton}}, {{MonsterIcon|Zombie Hand}}, {{MonsterIcon|Zombie}} and {{MonsterIcon|Ghost}} as {{Skill|Slayer}} tasks. | ||
===Bug Fixes=== | ===Bug Fixes=== | ||
What good is a Major Update without a lot of bug fixes? Here is the list so far: | What good is a Major Update without a lot of bug fixes? Here is the list so far: | ||
* Fixed Mining Rock respawn/HP/Damage not calculating correctly | * Fixed {{Skill|Mining}} Rock respawn/HP/Damage not calculating correctly. | ||
* Fixed issues with Mining calculations while offline, usually resulting in less progress when training Offline. | * Fixed issues with {{Skill|Mining}} calculations while offline, usually resulting in less progress when training Offline. | ||
* Fixed issue where Mining Nodes would not respawn on rare occasions. | * Fixed issue where {{Skill|Mining}} Nodes would not respawn on rare occasions. | ||
* Fixed issue where Mining would switch the ore you are training on when exiting the game. | * Fixed issue where {{Skill|Mining}} would switch the ore you are training on when exiting the game. | ||
* Fixed broken current pickaxe banner. | * Fixed broken current pickaxe banner. | ||
* Fixed Offline Mining not providing | * Fixed Offline {{Skill|Mining}} not providing {{Icon|Mastery}} pool XP. | ||
* Fixed issue where you were not able to start another skill after depleting a rock in Mining until it respawns. | * Fixed issue where you were not able to start another skill after depleting a rock in {{Skill|Mining}} until it respawns. | ||
* It is no longer possible to apply debuffs from attacks to enemies that are immune to an attack type. | * It is no longer possible to apply debuffs from attacks to enemies that are immune to an attack type. | ||
* Ancient Magick tooltips no longer show negative numbers of dungeon clears left | * [[Ancient Magicks|Ancient Magick]] tooltips no longer show negative numbers of dungeon clears left | ||
* Fixed "Magic Weapon required" text showing up when a magic weapon was equipped (and vice versa) | * Fixed "Magic Weapon required" text showing up when a magic weapon was equipped (and vice versa). | ||
* Fixed Corrupted Golbin Raid history causing the game to crash | * Fixed Corrupted [[Golbin Raid]] history causing the game to crash. | ||
* Fixed Offline Progress after Golbin | * Fixed Offline Progress after Golbin Raid not working for {{Icon|Combat}} or {{Skill|Thieving}}. | ||
* Fixed issue where player attack bar was rendering incorrectly after manually eating during a special attack | * Fixed issue where player attack bar was rendering incorrectly after manually eating during a special attack. | ||
* Fixed issue where | * Fixed issue where [[Combat Triangle]] tooltips would not update on player attack type change. | ||
* Fixed Decay/Confusion applying more than once per attack turn | * Fixed Decay/Confusion applying more than once per attack turn. | ||
* Fixed issue where Damage Over Time effects (e.g. Burn, Bleed) could get stuck | * Fixed issue where Damage Over Time effects (e.g. Burn, Bleed) could get stuck. | ||
* Fixed the View Monster Drops button showing drops when not in combat | * Fixed the View Monster Drops button showing drops when not in combat. | ||
* Fixed the View Monster Drops button showing that bones/items dropped from monsters in dungeons when they don't | * Fixed the View Monster Drops button showing that bones/items dropped from monsters in dungeons when they don't. | ||
* Added padding to the bottom of the UI for Mobile layouts, fixing issues with overlaying UI elements like the Combat Minibar. | * Added padding to the bottom of the UI for Mobile layouts, fixing issues with overlaying UI elements like the Combat Minibar.. | ||
* Fixed being able to start casting Alt. Magic spells with no item selected | * Fixed being able to start casting {{Skill|Alt. Magic}} spells with no item selected. | ||
* Fixed Alt. Magic interface not updating properly after offline Alt. Magic progress | * Fixed {{Skill|Alt. Magic}} interface not updating properly after offline {{Skill|Alt. Magic|nolink=true}} progress. | ||
* Mastery completion should now update without requiring a game refresh. | * {{Icon|Mastery}} completion should now update without requiring a game refresh. | ||
* Fixed Github issue #1535: Alt. Magic Displays Incorrect Sale Price | * Fixed Github issue #1535: {{Skill|Alt. Magic}} Displays Incorrect Sale Price. | ||
* Fixed Github issue #595: | * Fixed Github issue #595: {{ItemIcon|Christmas Cracker}} button 'Find a Friend' activates last read item. | ||
* Fixed Github issue #1089: Crow + Bear synergy doesn't function as written | * Fixed Github issue #1089: {{ItemIcon|Crow}} + {{ItemIcon|Bear}} synergy doesn't function as written. | ||
* Fixed Github issue #660: Opening chests resets number. Also fixed other item | * Fixed Github issue #660: Opening chests resets number. Also fixed other item quantity sliders in the bank resetting their positions. | ||
* Fixed Github issue #1188: Broken current pickaxe banner. | * Fixed Github issue #1188: Broken current pickaxe banner. | ||
* Fixed Github issue #1144: Seed counts in | * Fixed Github issue #1144: Seed counts in {{Skill|Farming}} 0 while doing Golbin Raid. | ||
* Fixed Github issue #1257: Purchasing Compost or Weird Gloop through | * Fixed Github issue #1257: Purchasing {{ItemIcon|Compost}} or {{ItemIcon|Weird Gloop}} through {{Skill|Farming}} icons doesn't update counter. | ||
* Fixed Github issue #1159: Offline | * Fixed Github issue #1159: Offline {{ItemIcon|Mysterious Stone}} calculation is wrong. | ||
* Fixed Github issue #1314: Mole + Octopus Synergy is consumed every | * Fixed Github issue #1314: {{ItemIcon|Mole}} + {{ItemIcon|Octopus}} Synergy is consumed every {{Skill|Fishing}} action. | ||
* Fixed Github issue #1369: | * Fixed Github issue #1369: {{ItemIcon|Ent}} + {{ItemIcon|Monkey}} synergy not using {{ItemIcon|Monkey|nolink=true}} tablets while {{Skill|Woodcutting}} online. | ||
* Fixed Github issue #1438: No | * Fixed Github issue #1438: No {{ItemIcon|Steel Bar}} recipe option for {{ItemIcon|Salamander}} Familiar. | ||
* Fixed Github issue #1466: Witch tablet used when doing | * Fixed Github issue #1466: {{ItemIcon|Witch}} tablet used when doing {{Skill|Alt. Magic}}. | ||
* Fixed Github issue #1483: Number input can go below 0 when selling | * Fixed Github issue #1483: Number input can go below 0 when selling | ||
* Fixed issues with purchase requirements not updating when receiving items, | * Fixed issues with purchase requirements not updating when receiving items, GP, or {{Icon|Slayer Coins}} while on the shop page or in a quick buy menu. | ||
* Fixed Github issue #1490: Plants with 2 seeds aren't shown with seed pouch | * Fixed Github issue #1490: Plants with 2 seeds aren't shown with seed pouch. | ||
* Fixed Github issue #1487: Cooking | * Fixed Github issue #1487: {{ItemIcon|Cooking Gloves}} increase success chance by 20 and not 10. | ||
* Fixed Github issue #1445: Mole Pig Cooking Synergy consuming 4-5 familiar charges per | * Fixed Github issue #1445: {{ItemIcon|Mole}} + {{ItemIcon|Pig}} {{Skill|Cooking}} Synergy consuming 4-5 familiar charges per {{Skill|Cooking|nolink=true}} action. | ||
* Fixed Github issue #1168: Leprechaun + Salamander synergy does not yield Steel Bars | * Fixed Github issue #1168: {{ItemIcon|Leprechaun}} + {{ItemIcon|Salamander}} synergy does not yield {{ItemIcon|Steel Bar|Steel Bars}}. | ||
* Fixed Github issue #493: Navigation panel on left disappears and won't reappear | * Fixed Github issue #493: Navigation panel on left disappears and won't reappear. | ||
* Fixed | * Fixed {{Icon|Adventure}} Mode XP notices not being removed on combat level increase. | ||
* Fixed | * Fixed {{Icon|Adventure}} Mode XP notices not rendering on game load. | ||
* Fixed | * Fixed {{Icon|Adventure}} Mode XP notices not showing up for tick based skills. | ||
* Fixed Github issue #372: Signet Ring Half | * Fixed Github issue #372: {{ItemIcon|Signet Ring Half (a)}} cannot be obtained from {{Skill|Farming}}. | ||
* Fixed Github issue #524: View Item Stats in the bank compares to current equipment set and not the set selected to equip to | * Fixed Github issue #524: View Item Stats in the bank compares to current equipment set and not the set selected to equip to. | ||
* Fixed Github issue #1393: Passive | * Fixed Github issue #1393: Passive {{Skill|Cooking}} doesn't need available ingredients. | ||
* Fixed issues with | * Fixed issues with Skill Glove purchasing failing to give gloves/charges in some cases.</onlyinclude> | ||
{{VersionMenu}} | {{VersionMenu}} | ||
{{Menu}} | {{Menu}} | ||
[[Category:Version]] | [[Category:Version]] |
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