Here is a high level breakdown on what you will find in the upcoming Expansion:
Introduction of “Abyssal Skill Levels” for every base game Skill. A completely separate levelling system from your standard Skill Levels.
60 “Abyssal Skill Levels” worth of content for every base game Skill. Starting at Level 1 once you begin the Expansion content.
New content for Skills reside inside the “Abyssal Realm”.
New “Damage & Resistance Type” mechanic - All Abyssal Monsters deal “Abyssal Damage” and you must equip gear with "Abyssal Resistance" to survive.
New Combat Skill - Corruption - Gain random unique buffs during a fight to assist in killing the Monster. Note that the Monsters also have Corruption and can acquire the same buffs against you (No damage altering buffs are present).
New Non-Combat Skill - Harvesting - Harvest veins found in the Abyssal Realm for unique resources used amongst many of the Non-Combat Skills.
Brand new feature - Skill Trees - available to all base game Skills in the Abyssal Realm. Acquire Skill Points and unlock passive & permanent bonuses.
New Combat Challenge - The Abyss, with a final Boss waiting for you at the very end.
Two new currencies - Abyssal Pieces and Abyssal Slayer Coins.
1,000+ new Items
96 new Monsters
15 new Pets
12 new “Abyssal” Combat Areas
14 new “Abyssal” Slayer Areas
Introduction of 4 Abyssal Strongholds in Combat.
28 New Abyssal Magic Spells
31 New Abyssal Prayers
Woodcutting - 12 new Trees
Fishing - 18 new Fish
Firemaking - 12 new Logs, plus a new "Oil my Log" mechanic.
Cooking - 30 new Recipes, includes new Food Modifiers mechanic.
Mining - 15 new nodes
Smithing - 5 new tiers of gear
Thieving - 16 new NPCs
Fletching - 5 new tiers of gear
Crafting - 5 new Tiers of gear, plus new Rings, Amulets and Consumables
Runecrafting - New Runes, Combination Runes, and 5 tiers of gear (With variations)
Herblore - 20 new Potions
Agility - Brand new and separate Obstacle course dedicated to Abyssal content with 12 Obstacle categories and an Obelisk (just a Pillar with a different name).
Summoning - 24 Summoning Familiars including new synergies for all.
Astrology - 12 new Constellations
Township - New “Abyssal Wave” mechanic, new buildings, biomes, resources and rewards.
Farming - New allotments, herbs, trees and a brand new “Special” category of plots.
Plenty of other unique items and secrets!
Note: The Steam Store page will be updated to reflect the above soon!
Expansion Details
Here are some details about some of the new mechanics you'll find within this Expansion.
Abyssal Realm
The main thematic element of this Expansion is the Abyssal Realm.
All content is separated from the regular game and placed into its own Realm. It's basically just a way to categorise and organise content within the game.
When you unlock the Abyssal Realm, you'll be greeted with a new Realm selection menu within Skills. This makes it easy to distinguish what content comes from which Realm.
Abyssal Levels
All base game Skills have a new type of Level called “Abyssal Levels” with a maximum level of 60. These types of levels different to regular Skill levels which can go up to Level 99/120, and are a completely separate levelling mechanic.
When you first enter the Abyssal Realm, these Abyss Levels will start at Level 1, with new content being unlocked as you progress.
You gain Abyssal XP by performing actions within the Abyssal Realm.
The Abyss
The Abyss is the main combat challenge within the Expansion.
Depths, which are located inside The Abyss which are basically long dungeons with a final Boss that hits hard and has an incredible amount of Hitpoints. You’ll be required to defeat this Boss at least once before moving onto the next tier of Combat content.
The Abyss contains a final boss fight at the very end which marks the "end" of the Expansion.
There are a total of 8 depths to conquer.
New Combat Skill - Corruption
Corruption is a new Combat Skill that provides random powerful bonuses during Combat, assuming the character can fill their new Corruption Bar to full within any given fight.
Both you and the Monsters get Corruption, with the mechanics working the same for both.
How it works:
Fighting a Monster with a Corruption Level of at least 1 will allow both you and the Monster to gain Corruptions during the fight.
When you hit a Monster , this will begin to fill your Corruption bar.
When you are hit by a Monster , it will slightly reduce your Corruption bar.
When your Corruption Bar reaches 100%, you’ll be given a random Corruption from the Corruption Pool for the remainder of the fight.
The Corruption Pool is a predefined set of bonuses that you or the Monster can potentially acquire during Combat if your Corruption bar reaches 100%.
Most of these are locked in the beginning, and can only be unlocked by following the specified requirements shown in the new Corruption menu.
Important Information:
The Corruption pool will not contain any modifiers that would increase the Max Hit/Damage of the target. This is so you don’t have to worry about a random Corruption changing their max hit and killing you while Idling.
The Enemy has access to the same Corruption pool as you do.
New Non-Combat Skill - Harvesting
Harvesting is a Skill where you are tasked to harvest resources from Veins within the Abyssal Realm.
Veins have something called Intensity, which increases on a per-action basis. Increasing this intensity will allow you to harvest other resources from the same vein, depending on its progress. The Vein will show you what resources can be obtained, and what Intensity is required.
Resources from Harvesting are used in most, if not all, crafting skills.
Other mechanics:
Higher Intensity also provides increased Base Quantity of resources.
Intensity will slowly degenerate while the vein is inactive, unless you meet a certain Mastery level to stop this.
There's plenty of shop purchases and items around to assist with this Skill.
Skill Trees
We are adding a new feature for the Abyssal Realm called Skill Trees. This is a much simpler take on what you may be used to in other games.
Every Skill that has Abyssal Levels get a Skill Tree which contains many bonuses for you to unlock during your journey to Abyssal Level 60.
You gain Skill Points to spend when you increase the Abyssal Level of the Skill.
When you reach Abyssal Level 60, all nodes will be unlocked, so there's no need to worry about choosing the wrong node, or regretting a decision later.
Damage Types
We are adding a new type of damage and resistance for all Monsters, Weapons & Gear within the Abyssal Realm called Abyssal Damage & Resistance.
For Abyssal Damage, you will not be able to face regular Monsters (who use Normal Damage) if using a weapon that deals Abyssal Damage. Same goes for attempting to fight an Abyssal Monster with Normal Damage weapons.
All Monsters within this Expansion deal Abyssal Damage - so therefore you must use an Abyssal Weapon, and gear up with items that provide Abyssal Resistance to progress.
Expect large damage numbers from this new Damage Type!
Soul Points (Abyssal Version of Prayer Points)
The new Abyssal Prayers we have added require Soul Points to use.
Soul Points are acquired by collecting Souls dropped from slain Monsters in the Abyssal Realm (They drop souls instead of Bones).
You are not able to use regular Prayers in the Abyssal Realm.
Reversed Combat Triangle
To change things up even more for a bit of a challenge. there’s a new Combat Triangle used for all Abyssal Realm Combat content. It’s just the regular Combat Triangle but in reverse.
This means Melee will beat Magic, Magic will beat Ranged, and Ranged will be Melee.
You will be able to view the combat triangle in game at any time if you every need to reference it.
Food Modifiers
Perfect Food in the Abyssal Realm grants modifiers to you as long as it is your currently active food. This will give individual food items a specific use, depending on what bonus you would like active at the time.
Gamemodes in the Expansion
This expansion comes with new/adjusted mechanics for Adventure Mode and Ancient Relics Mode (if you own Atlas of Discovery)
Adventure Mode
When you reach the Abyssal Realm, this is what mechanics you’ll be up against:
All Skills you have already purchased are still unlocked when you get there, except Harvesting and Corruption (You need to pay to unlock these).
All Abyssal Levels are capped at Level 10, except for Attack, Strength, Defence, Hitpoints, Ranged & Magic.
You can spend Abyssal Pieces (a new currency) to increase the Level Caps of Skills by 10 per purchase. This cost increases with every purchase.
Level caps of Skills cannot go above the lowest Level of your Attack, Strength, Defence, Hitpoints, Ranged or Magic level. So if your levels are (in order) 24/27/36/19/35/50, then you cannot increase the Level cap over 19 (the lowest level out of them).
Ancient Relics Mode
We've decided to incorporate Ancient Relics mode into the Abyssal Realm as I'm sure many Relic players would appreciate a bit of an extra challenge!
Here's the breakdown:
There are 6 new relics for every Skill that has Abyssal Levels to locate (5 normal, 1 Master).
They are unlocked the same way as regular relics, but you must be training on Abyssal content to find them.
You are guaranteed an Ancient Relic drop at Abyssal Level 10 & 60.
Abyssal Levels are capped, and can only be increased by completing The Abyss depths.
Same “choose from 2” mechanic provided.
Preservation and doubling is still disabled here, so have fun lol.
Frequently Asked Questions
Q: Will I be able to tell what content belongs to the Abyssal Realm, and what doesn't? A: Yep! When you unlock the Abyssal Realm, you'll be greeted with a Realm selection for Skills that will allow you to easily determine what belongs where.
Q: Will there be any updates to the base game outside of the Expansion? A: Yes! We've got plenty of changes, quality of life, UI updates, and bug fixes coming alongside this Expansion.
There's also some free content as well for the Base game which I will talk about in a future announcement.
Q: Do my modifiers/bonuses from the base game work in the Abyssal Realm? A: Mostly yes. There are some exceptions to this though due to balance, so make sure you read the modifier descriptions as they will indicate whether or not they work in the Abyssal Realm (If it doesn’t say where it works, then it works for all content).
Q: Can I earn regular Skill XP in the Abyssal Realm? A: No, all Abyssal content only grants Abyssal XP.
Q: Does Cartography or Archaeology have Abyssal Levels? A: Unfortunately not. It was quite the undertaking to get those two Skills created, and there was no room to fit them nicely into the Abyssal Realm.
Q: Can I use my gear from other Expansions in the Abyssal Realm? A: It’s possible, but it won’t really work. A lot of content in the Abyss requires bonuses that gear from the other expansions don’t provide.
Q: Can I use my gear from other Into the Abyss outside the Abyssal Realm? A: Not really, no. We wanted to contain most of the content within the Abyssal Realm. This allowed us to not need to worry about affecting the balance of the game outside of this Expansion.
This also allowed us to play with new mechanics, higher damage numbers, and more insane items without nullifying content outside of it, or content in the future.
Game Update - April Fools Day
It's our favourite time of the year again, and with that I've got some new fun gamemodes for everyone to enjoy for a little while as we lead up to the Into the Abyss Expansion launch!
April Fools Event Gamemodes
We always like to release a temporary gamemode for everyone to enjoy to celebrate April Fools day. This year, I've decided to not add one gamemode, but instead I'm giving you five! Yep, five temporary gamemodes.
New Temporary Gamemodes
Clicker Mode* - Melvor Idle is now more Idle than ever with this new gamemode! How fast can you beat Bane before your mouse dies?
Hardcore Ancient Relics Speedrun - Ancient Relics mode, but faster and Hardcore! Requires Atlas of Discovery Expansion.
Hardcore Ancient Relics Combat Only Speedrun - Combat only version of Ancient Relics Speedrun mode! Requires Atlas of Discovery Expansion.
*Only available in English language.
Returning Temporary Gamemodes
These gamemodes from prior April Fools updates have returned.
Hardcore Adventure Speedrun - Adventure Mode, but faster and Hardcore!
Hardcore Combat Only Speedrun - Combat only Speedrun mode.
These Gamemodes are available to play until 1 May 2024.
Quality of Life Updates
We've got some Quality of Life additions for everyone as well:
You can now delete Items from the Quick Equip menu. Toggle delete mode by clicking the red trash icon within the menu itself.
[AoD] You can now delete Cartography Maps. This is done from the Map Creation menu within Cartography at the bottom.
You can now disable the "Double Click" actions for equipping items, burying bones and opening items within the Bank. These settings are found within the Bank itself under the Cog icon.
Don't forget you can still lock an Item in the Bank which will disable the Double click action for that specific Item if you don't want the setting turned off globally.
Added 2 new Save Slots
Bank Tabs and the Shop Header will now always remaining at the top of the screen when you scroll down.
Expansion Toggling
You can now toggle which Expansions are loaded. This is done via the Cog menu in the top left of the character select screen.
This requires a Melvor Cloud account to see, and the setting is synchronised between all platforms Melvor Idle is available on.
Be cautious with this Setting, as loading a save without an Expansion loaded will DELETE ALL PROGRESS FOR THAT EXPANSION.
We've also began implementation of Steam Cloud support for Local Saves. This will be tested over the next few days and will then be enabled when we're happy with how it works.
Balancing
[AoD] Farming Ancient Relics are now 3x more common.
[AoD] Township Ancient Relics are now 1.5x more common.
Bug Fixes
Fixed missing Slayer Level requirements for various Magic & Ranged Slayer Gear.
Fixed various translation errors.
[AoD] Fixed Elemental Scroll not being consumed in Alt. Magic.
Scroll of Essence is not longer consumed if Mining something other than Essence.
[AoD] You can now downgrade Perfect AoD Fish.
Fixed UI issue with Quick Equip menu where there was a tiny gap between the button and menu which caused the menu to disappear at random times.
Fixed issue where Bone Necklace was not providing 2x Prayer Points when auto burying bones.
Fixed issue where modifiers that affect the Jungle Biome in Township were not working as intended.
Township will now provide resources and XP before attemting to reduce Health each town update.
[AoD] Fixed issue where Mystic Pure Crystal Staff was not providing Air Rune reduction as described.
[AoD] Water Pulse Staff now mentions that is reduces Water Rune cost of Magic Spells by 7.
[AoD] Fixed issue where some doubling modifiers in Ancient Relics mode was not correctly disabled.
Announcing Melvor Idle: Into the Abyss! Our 3rd Major Expansion!
We're extremely excited to announce our 3rd Major Expansion - Melvor Idle: Into the Abyss.
This expansion provides an incredible amount of new content and mechanics for you to explore. It is a late-game expansion designed to add all content after you defeat Bane in the Impending Darkness dungeon.
Expansion Details
Melvor Idle: Into the Abyss unfolds a new chapter in Melvor Idle, where the defeat of Bane has unforeseen consequences, shaking the very foundation of the game's world. A disruption has caused a massive fracture on the world’s surface, signaling the start of a dire new threat.
Emerging from this chaos is Xon, the Abyssal King, a powerful new antagonist. The defeat of Bane has drawn Xon's attention as he seizes this opportunity to bridge his realm, the Abyssal Realm, with the overworld. His goal is clear: to conquer the overworld using his vast and fearsome armies.
You will find yourself on the frontline of this new conflict, tasked with the monumental challenge of stopping Xon before his dark ambitions come to fruition.
This expansion invites you to embark on a treacherous descent "Into the Abyss," a journey filled with new challenges and mechanics not seen in the base game. As you delve deeper, the stakes get higher, and the challenges become increasingly difficult. Each depth of The Abyss, a new Combat challenge, presents a unique environment and a minion of Xon, each more formidable than the last.
Breakdown of new content:
All expansion content is unlocked after the defeat of Bane in the Base Game.
Introduction of “Abyssal Skill Levels” for every base game Skill.
60 “Abyssal Skill Levels” worth of content for every base game Skill.
New content for Skills residing inside the “Abyssal Realm”.
New “Damage & Resistance Type” mechanic - All Abyssal Monsters deal “Abyssal Damage”.
New Combat Skill - Corruption - Exclusive to the Abyssal Realm & its content.
New Non-Combat Skill - Harvesting - Exclusive to the Abyssal Realm & its content.
Brand new mechanic - Skill Trees - available to all base game Skills in the Abyssal Realm. Acquire Skill Points and unlock passive & permanent bonuses.
New Combat Challenge - The Abyss
900+ new Items
100+ new Monsters
10+ new Pets
12 new “Abyssal” Combat Areas
14 new “Abyssal” Slayer Areas
Introduction of Abyssal Strongholds in Combat.
28+ New Abyssal Magic Spells
30 New Abyssal Prayers
Woodcutting - 12 new Trees
Fishing - 18 new Fish
Firemaking - 12 new Logs
Cooking - 30 new Recipes, includes new Food Modifiers mechanic.
Mining - 15 new nodes
Smithing - 5 new tiers of gear
Thieving - 16 new NPCs
Fletching - 5 new tiers of gear
Crafting - 5 new Tiers of gear, plus new Rings, Amulets and Consumables
Runecrafting - New Runes, Combination Runes, and 5 tiers of gear (With variations)
Herblore - 20+ new Potions
Agility - Brand new and separate Obstacle course dedicated to Abyssal content with 12 Obstacle categories and a Pillar.
Summoning - 24 Summoning Familiars, most are upgrades from their original, including new/upgraded synergies for all.
Astrology - 15 new Constellations
Township - New “Abyssal Wave” mechanic, new buildings, biomes, resources and rewards.
Farming - New allotments, herbs, trees and a brand new “Special” category of plots.
Some time in Q2 2024. Exact date will be announced closer to release.
How much will this Expansion cost?
$4.99 USD
Why can't I preorder the Expansion?
We don't like pre-orders. You should wait until release before coming to the decision to purchase the Expansion. This goes for all games and DLCs released globally.
What platforms will this release on?
This Expansion releases on every single platform Melvor Idle is available on at the exact same time.
Do I need to own any previous Expansion to explore all content?
No, you do not need to own any previous Expansions. All content is isolated to Into the Abyss.
I like to "prep" for an Expansion release, what should I focus on leading up to this release?
Get your Attack Level to 99 and complete the Impending Darkness dungeon. These are the first requirements for the Expansion that you will run into.
Get your Skill levels to Level 99. You don't need to get every Skill to Level 99 before accessing new content though, as it will unlock with each Level 99 in the respective Skill.
Buy Bank Slots.
Stockpiling raw resources, materials, mastery tokens or currency won't really do much for you in this Expansion, as we are introducing new variations of almost everything.
Want to Test the Expansion?
This Expansion is still in heavy development, but we are preparing to open up early testing via our official Patreon: https://patreon.com/melvoridle.
Testing is designed as a way to gather early feedback, find bugs we may have missed, and ensure everything is working as originally intended. It is not intended to be used as a main save, as saves on the Test server can break easily without warning due to bugs we may have missed (Test server uses separate saves, so your main game is safe).
When the Test Server goes live, there will definitely be early bugs and issues straight off the bat which will take time to iron out. It's not an indication of the final product, as it is missing content that is still in development.
Game Update - v1.2.2 ?8360
Offline Client - Stage 1
Desktop Only (Steam/Epic - Windows, Mac, Linux & Steam Deck)
Activated Offline Client - Stage 1.
Static assets like icons and images now load locally, directly from the installation folder.
If a static asset is missing from the local installation folder, the game will fetch it from the CDN.
You can view the Offline Client Roadmap here: https://news.melvoridle.com/announcing-offline-client-roadmap/
Game Client Updates
These updates were already released in the last 5-7 days.
Please report further client issues to our Github if you are facing them: https://github.com/MelvorIdle/melvoridle.github.io/issues
Windows
Updated game client to NW.js v0.82.0
Updated to Steamworks SDK 1.58
Client now ships with the SDK version of NW.js by default, with devtools disabled via a flag in the installation directory.
Fixed an issue where the Task Manager would list Melvor Idle as "nwjs"
Fixed issue where the icon for Melvor Idle would be the default NW.js icon.
Fixed potential memory leak issue experienced during long Combat sessions without closing the game.
MacOS
Updated game client to NW.js 0.78.1
Updated to Steamworks SDK 1.58
[Steam only] Game Client is now split into two apps, one for M1/2/3 Macs and one for Intel Macs. You'll receive a selection window when launching to select the correct binary
[Hotfixed] Fixed issue where launching Melvor Idle on Steam would crash due to being from an "Unidentified developer".
[Hotfixed] Fixed an issue where the app would not launch on Steam at all. If this is still an issue, please uninstall & reinstall.
Linux / Steam Deck
Nothing changed other than enabling Offline Client - Stage 1.
New
[AoD] Cartography will no longer apply transparency to hexes yet to be surveyed if you have under 5 remaining. This is to increase visibility of the last few remaining hexes.
The game will now display a spinner in the sidebar during the game's loading process instead of the default text. This is to convey that the game is still loading, and that your stats have not actually been reset.
Changed
Casual Tasks asking for Tier IV potions will no longer appear until you've acquired at least one of that respective potion.
[TotH] Legendary Slayer Task assignments now require level 102 Slayer (up from 100). This is changed to match the minimum Slayer level required to actually fight any monster in that category (102).
Jeweled Necklace can now go in the passive slot
[TotH] Added some information text to the Meteorite tooltip in Astrology to describe what it actually does.
[AoD] Unholy items can no longer go into the passive slot
[AoD] Unholy items that provide the Unholy Prayer effect are now Reductive effects. This means they start at 5 Stacks, and reduce by 1 stack per hit on the enemy until it disappears.
[AoD] Reckoning Unholy Prayer now provides +2% Damage Dealt per effect per stack, down from +10% per stack.
[AoD] Destruction Unholy Prayer now provides +0.5% damage based on Max HP per stack, down from +1% per stack.
[AoD] Malice Unholy Prayer now provides +1% increased damage based on current HP per stack, down from +1.5% per stack.
[AoD] Grudge Unholy Prayer now provides +2% of Maximum Hit added to Minimum Hit per stack, down from +4% per stack.
[AoD] King's Crown can now go in the passive slot.
Epic Games will now automatically grant Melvor Idle permission to verify your purchases via your account as soon as its purchased (Thanks to Epic Games for sorting this out). This means new purchases won't need to "Login with Epic" when loading for the first time. Unfortunately, this is not retroactive for accounts that already claimed/purchased the game.
Fixed
Discord Rich Presence should now work on Epic Games client
Login with Playstation should now work for Epic Games, if required.
Removed Birthday Event setting that did nothing.
Fixed issue where Plant All would not display the XP/Mastery values of the seed you select
Fixed issue where zoom level set would not be remembered on Epic Games client
Fixed issue where it wasn't possible to to receive 8 seeds back from Farming with mastery (it was capped at 7)
Fixed issue where Bar Box II would always provide the max amount of quantity specified for Runite Bars.
Fixed issue Township buildings would not degrade if 0/x were built, and that building was an upgrade.
Fixed issue where some GP bonuses would work within the Golbin Raid.
Training Shield Magic XP bonus should no longer work on Alt. Magic as intended.
The game will now consume items when creating products in Artisan Skills first before attempting to give rewards.
Fixed issue where Alt Magic would crash in some rare circumstances.
Custom sell quantity text box in the Bank will no longer stop the box from becoming empty.
Fixed issue where Total Attacks stat for weapons were tracking on Enemy attacks, not player attacks.
Fixed some broken/missing icon assets.
Updated Cherry and Cherry Seed sale price.
[TotH] Fixed issue where the Traps Potion was not actually providing its bonus to you.
[AoD] Fixed issue where Lemon season in Township would display as the Solar Eclipse season instead in popup
[AoD] Fix issue where Archaeology spend mastery popup would not display any filtering options
[AoD] Fixed unintended double Imbued Adamantite Bar drop from Unholy Trees chest.
[AoD] Fixed instance where the game would be put into an infinite travel loop that related to Melantis Clues.
[AoD] Fixed visual issue where Summoning Barrier damage displayed was incorrectly calculated.
Game Update - v1.2.2 ?8256 (Mod Manager v2 + More)
This Game Update introduces Mod Manager v2, plus some minor quality of life additions.
See here for a detailed breakdown on Mod Manager v2: https://steamcommunity.com/games/1267910/announcements/detail/3874848646970942546
Mod Manager v2
You can now create up to 6 different Mod Profiles, allowing you to easily control what mods are enabled on a per-character basis.
Characters will now display what the last used Mod Profile was, and will also prompt you to switch to that Mod Profile if you attempt to load it without the correct Mod Profile.
The Browse tab now has infinite scroll.
Quickly toggle all mods' enabled state in the My Mods more (...) menu.
The mod details panel will now display up to four of the images added to the mod's mod.io profile.
The most recent changelog for a mod is always visible in the mod details panel, regardless of if you're subscribed or not.
Mods without any platform tags are now treated as being available for any platform.
Subscribed mods that are not available on the current platform will now show up in the "My Mods" tab, but still not be installed/loaded. (They also won't be dropped from your load order list anymore!)
New
Spend Mastery Pool XP screen now allows you to toggle the visibility of Items based on which Expansion they are part of.
Increased the base Bank Slot amount to 20, up from 12. This means everyone will receive an extra 8 Bank Slots on load.
Fixed
Ring of Spirit Power will now correctly use Spirit Runes (This was hotfixed last week).
Fixed issue that allowed you to try to unlock Relics when a Skill does not have any.
Fixed Ancient Relics showing in skilling minibar when the Skill does not have any.
Fixed Skills without Ancient Relics showing in Ancient Relic Menu dropdown.
Fixed viewing Ancient Relics from sidebar on skill page without relics showing an invalid menu.
Fixed Start Dungeon buttons being offcenter.
Announcing: Mod Manager v2 (Now with Mod Profiles!)
Hey everyone!
We've got a large update on the horizon for the Mod Manager - so large we decided to declare it "Mod Manager v2". The headliner here is the addition of Mod Profiles, a long-awaited feature to easily control what mods are enabled (or none at all) on a per-character basis. The Mod Manager interface has been rewritten and cleaned up to improve the user experience with clearer visuals and more intuitive interactions.
Please note this is due to release next week (hopefully!).
Keep reading on for more in-depth details on what's new.
Mod Profiles
The biggest addition with the new version of the Mod Manager is the concept of Mod Profiles. These profiles allow you to easily control what mods are enabled on a per-character basis.
Customizing Profiles
When you first log into the game a "Default mod profile" will be created automatically based on your current subscribed mods' enabled/disabled state. You can make changes to this profile (including changing the name), create new profiles (up to a maximum of 6), and delete profiles from the My Mods tab in the Mod Manager. In addition, there is a built-in "No mods" profile (all mods are disabled) that cannot be modified and does not count against the 6 profile limit.
Changes to auto-enabling of Mods when Subscribed to
Previously, newly subscribed mods were automatically enabled in the My Mods list. That default behavior is now changing, where newly subscribed mods will need to be enabled per mod profile after being subscribed to. This keeps mod profiles predictable and prevents accidentally enabling unwanted mods on a character that you may only want to use a couple quality-of-life mods on. A mod profile can be set to follow the previous behavior of automatically enabling everything new, via the "Auto-enable new mods" flag in the edit profile menu.
Loading Into a Character
When loading into a character with a mod profile, the save file now contains a copy of the profile that was active when loaded. If a different mod profile is active when the character is selected in the future, you'll be prompted to either reload the game with the previous mod profile active or continue with the new profile instead.
If you import a save or have deleted the mod profile that was last used on the save, you'll have the option to import the mod profile upon selecting the save.
This extra step helps ensure you don't accidentally load into a save with the wrong mod profile active. (A game reload is required when switching mod profiles because mods have to be loaded before character select)
That Which Is Still Account-Wide
A couple Important things to note that are not controlled at the mod profile level:
Mod subscriptions, as these are tied to your mod.io account. This means unsubscribing from a mod removes it from all profiles as well.
Mod load order, as there isn't much benefit in allowing per-profile load orders.
A Whole Heap of QoL
In addition to the mod profiles and a refreshed look and feel of the Mod Manager, some additional QoL of features and fixes that have been addressed include:
The Browse tab now has infinite scroll.
Quickly toggle all mods' enabled state in the My Mods more (...) menu.
The mod details panel will now display up to four of the images added to the mod's mod.io profile.
The most recent changelog for a mod is always visible in the mod details planel, regardless of if you're subscribed or not.
Mods without any platform tags are now treated as being available for any platform.
Subscribed mods that are not available on the current platform will now show up in the "My Mods" tab, but still not be installed/loaded. (They also won't be dropped from your load order list anymore!)
Look out for this update which we hope to release next week!
Game Update - v1.2.2 ?8126
Atlas of Discovery
New
"Donate Generic Artefacts" now has a Settings button which will house customisation settings for the mechanic (Added over time)
Added an "All but 1" setting which can be toggled. When enabled, donating Generic Artefacts will always leave 1 remaining in your bank.
The "Show Artefacts" popup will now display if an Artefact is classed as Generic or not, as long as you have located at least one.
The tooltip for Artefacts will now mention if it is classed as a Generic Artefact.
Fixed
Fixed issue where Barrier amount could go into negatives.
Fixed issue where increased damage reduction with active Prayer modifier was being calculated after all of DR calculations, resulting in higher/lower effects than intended.
Fixed issue where Slayer Relic 1 was granting Slayer Coins regardless of actual poison damage dealt
Fixed issue where some Artefacts were classed as a Generic Artefact when they had a use around the game. For example, items required for Township Tasks.
Base Game
Fixed
"Upgrading" a charge stone of Rhaelyx back into a mysterious stone is now classed as a downgrade.
Fixed issue where Township worship tooltip was missing the 2x season multiplier (Visual only)
Hotfixed Bugs
These bugs were hotfixed shortly after the release of v1.2.2
Fix Summoning Shard quick buy using the new summoning packs instead of individual shards for purchase.
Fixed visual error with the Superior Woodcutting Skillcape name.
Fixed incorrect visual damage reduction calculation for Barrier damage when out of combat.
Game Update - v1.2.2
Preface
If you have already obtained 100% completion in Atlas of Discovery, then this update will remove that status as you will be required to obtain the new content to reach completion.
If you currently have the Completion Cape (Atlas of Discovery) equipped, then this will be removed automatically when loading into the update.
If you die upon loading into the update due to an item being automatically unequipped, you will not lose any items on death.
Atlas of Discovery
New Items
Gems
Reduced Hitpoints Gem: Enemy has -3% Maximum Hitpoints.
Obtained from Cult Grounds chest.
Combat Doubling Gem: +3% chance to double items in Combat.
Early-Mid game Monsters no longer have Barrier Regeneration
Monsters from Eye-conic Cave, Mucky Cave, Tree Overgrowth, Collapsed City, Golem Territory & Unholy Forest
Every time a Monster regenerates Barrier, they receive a stacking debuff which applies a 5% slow, and also reduces their Accuracy and Evasion by 10%. One stack is applied per regeneration, up to a maximum of 5 stacks.
Monsters with Barrier now drop Barrier Dust on death (like bones). The amount of Barrier Dust dropped scales with the Monster’s maximum Barrier value and can also be doubled.
Monsters with Barrier Regeneration will now display it as a Passive.
Monster Drops
Rare Equipment obtained from monsters in Underwater Ruins Combat Area are now 25% more common.
Granite Golem will now drop Imbued Bronze Bars.
Ranged Golem will now drop Imbued Steel Bars
Earth Golem will now drop Imbued Mithril Bars
Magic Golem will now drop Imbued Mithril, Adamantite and Runite Bars.
Golem Chest from Golem Territory will now drop Imbued Bars instead of generic Bars.
Ritual Chest from Cult Grounds will now also drop Imbued Runite & Dragonite Bars
Dungeon Chests
Treacherous Chest now drops up to 10 siphoning barrier gems and up to 250 imbued dragonite bars.
Ritual chest now drops up to 100 imbued runite/dragonite bars.
Ritual Chest now drops up to 5 siphoning barrier gems.
Ritual Chest can now drops up to 3 barrier exalted shards.
Buffed Summoning XP from Barrier:
Summoning XP received per damage to Barrier is increased from 0.45 -> 0.67 per damage dealt.
Tortoise & Summoning Synergies
Tortoise: Increased Summon Familiar damage added as extra damage to Barrier to 75%, up from 50%.
Tortoise + Cyclops: Now provides +20% Summoning Familiar damage added as extra damage to Barrier. The old bonus did nothing as Barrier Monsters cannot be a Slayer Task.
Tortoise + Dragon: Increased chance to apply Barrier Burn to 20%, up from 10%.
Barrier Gear
We've increased the Flat Barrier damage outputted from Barrier Gear:
Bronze: 10 -> 15
Iron: 10 -> 15
Steel: 20 -> 25
Black: 20 -> 25
Mithril: 20 -> 30
Adamant: 20 -> 30
Rune: 30 -> 40
Dragon: 30 -> 45
Ancient: 40 -> 50
Visual Barrier Damage
Combat UI now displays your maximum Barrier Damage.
Summoning Max/Min hit no longer includes Barrier Damage.
Archaeology
New - Donate Generic Artefacts to Museum
You can now donate all Generic Artefacts to the Museum with a single click in exchange for Museum Tokens.
Museum Tokens are used for the new Shop Purchases listed above.
Any item from Archaeology that has no use outside of selling will be classed as a “Generic Artefact” which will be donated with a single click.
This includes Map items for Dig Sites, as you don't need to keep them after locating them (Cartography adds a permanent icon to your Map).
Locked items don’t get donated.
Archaeology Balance
Base Archaeology Interval is being reduced to 4 seconds, down from 5 seconds.
Cartography
Reduced base travel cost by 75% for hexes up to Level 59 cartography requirement.
Reduced base travel cost by 50% for hexes up to Level 60 - 99 Cartography requirement.
Reduced base travel cost by 25% for hexes up to Level 100+ Cartography requirement.
Unholy Prayers
Unholy Prayers now use Prayer Points on every hit, changed from once per Attack Turn.
Unholy Marks can be applied per hit, so its only fair that Prayer Points are also used per hit.
Other
Changes
Increased the chance for some rare Cartography Travel Events to appear.
Blunderbuss special attack for the Player now deals up to 15% normal damage per hit, instead of always 15% normal damage per hit.
Fixes
Fixed issue where Blunderbuss special attacks for both the Player and Ghost Mercenary was calculating damage based on their own normal damage, instead of the Target’s normal damage like the description mentions.
Fixed issue where the Summoning Master Relic would not be active when loading a save, and would only become active again after forcing a modifier update.
Fixed issue where bonuses for Crafting that affect Jewelry were not applying for Rings & Amulets within the “Special Items” category.
Fixed issue where the Ceramic Jar was not providing its bonus to Soup correctly.
Fixed issue where modifiers that provide a chance to avoid Slow effects were not working on the Slow effect from Monsters within Underwater City.
Fixed issue where the Old Crafting Gloves was providing the incorrect percent bonus.
Fixed issue where Township would roll for ancient relics every time you clicked the repair all button, regardless of whether or not a building was actually repaired.
Fixed issue where Ranged Ammo that provided modifiers were not applying exclusively to the Ranged attack style.
Fixed incorrect item descriptions for existing Gems that mentioned the bonus was applied per hit, and not per turn like it actually works.
Fixed issue where the Cleansed modifier from the Cleansed Ring was not actually providing immunity to DOTs.
Fixed issue where the Puppet Master's passive that increases its Maximum Hitpoints was applying per hit, and not per turn.
Fixed issue where the Eradicating Gloves, Ring of Malice, Grudge Amulet, Consuming Shield, Helmet of Spite and Shield of Martyr was applying its effect for 1 turn longer than the description states.
Fixed incorrect description for the Power Crystal which incorrectly stated 5% bonuses, instead of the intended 10%.
Fixed issue where Crystal Sanction effect was applying for 1 turn longer than intended.
Fixed issue where the Attack Master Relic was applying its effect per Attack Turn, instead of per hit.
Fixed issue where the Cape of Completion (Atlas of Discovery) was providing an extra 10% interval reduction for Cartography.
Fixed issue where Attack Master Relic was providing decreased Global Evasion instead of Melee Evasion
Lemon Season should now display in the list of potential Seasons in Township once the Ancient Relic for it has been located.
Fixed issue where temporary modifiers gained in Cartography would last 1 travel action less than intended.
Throne of the Herald
Fixes
Fixed issue where the Summoning Scrolls and Summoners Bag were not using charges when your Summoning Familiar attacks.
Fixed issue where the Fox + Salamander synergy was causing the item cost reduction to be 100%, instead of disabling it.
Base Game
New
We have a brand new "News" site which will become the central news hub for all things Melvor Idle. This is also where the in-game changelog will direct you when clicked. https://news.melvoridle.com
Changes
The 'Set Item as Bank Tab Icon' setting will now reset the icon when the selected item is the same as the one currently set.
Township Casual Tasks that require you to defeat an enemy using a specific item will no longer appear unless you've found at least one of that item.
Township Casual Tasks that ask for Summoning Tablets will no longer appear until you've found at least one of that Tablet.
Fixes
Fixed visual bug where Farming Plots would display the XP/MXP values for the wrong seed.
Fixed issue where the increased minimum spell damage modifier would not apply to Nature’s Call spell.
Fixed issue where the Mole + Crow Summoning Synergy would apply its bonus to Pure Essence as well, even though the description only mentions Rune Essence (It also used zero charges on Pure Essence while providing the bonus).
Fixed incorrect Area Effect description for Arid Plains
Fixed incorrect Item icon for tutorial step "Magic Preparation 2".
Upcoming changes to Atlas of Discovery
Hey everyone!
We’ve been blown away by the support from the community around Atlas of Discovery. It’s amazing to see so many players enjoying and participating in the content made available from the expansion. Seeing the discussions around the content on all our social platforms has been a delight to read.
This level of support allows us to continue to create massive expansions that extend the gameplay of Melvor Idle in new and exciting ways, and allows us to explore new mechanics for content.
Over the last few weeks, we’ve been monitoring all channels of community feedback to see what and if anything needs to be addressed within the expansion that may not be sitting right with players.
What we’ve seen is that Atlas of Discovery requires quite a lot of adjustments to get it to the point where it becomes a viable choice of content throughout someone’s 1-99 journey, and it should also provide some use after you’re done with it.
This announcement aims to talk about the most prominent pain points we’ve seen, and what we’re doing to address the concerns raised by the community.
Preface
This announcement details upcoming changes to Atlas of Discovery. These changes are not yet released, and there is not an exact ETA on when this update will be released.
We’ll break down this announcement into Barrier, Archaeology and Cartography so you can see what has been changed/added.
It’s important to note that every pain point we’ve seen will not be addressed with this update. It may take a few updates to get right with the community’s help. However, we hope these initial adjustments to Atlas of Discovery are a step in the right direction.
Barrier
This mechanic is by far the largest topic of discussion, and requires the most attention in terms of changes and adjustments to bring it in line with the progression we want to see during someone’s playthrough.
Notable Feedback We are Addressing:
Barrier Combat is Unrewarding: It's more beneficial to outlevel the rewards than to invest in upgrading barrier-specific items. This renders the whole barrier combat mechanic redundant as you can simply bypass it for better results.
Barrier Mechanic Feels Bad: With summoning attacks fixed at 3-second intervals, you often deal no damage to the Barrier if accuracy is low. On top of this, Barrier regenerates which makes the fight last much longer.
Overly Grindy Nature of Upgrading: The Barrier combat mechanic requires an excessive grind to upgrade gear effectively, especially when the main item to upgrade (Barrier Gems) only comes from a single source and has limited availability.
Slow Kill Times: Attempting to approach AoD Combat without using TotH gear leads to incredibly slow kill times and very long grinds to obtain upgrades.
What’s Being Changed
Adjustments to Barrier Regeneration
This mechanic is important to retain, but the Monsters that have Barrier Regeneration should be reduced.
Early-Mid game Monsters will no longer have Barrier Regeneration (Eye-conic Cave, Mucky Cave, Tree Overgrowth, Collapsed City, Golem Territory, Unholy Forest)
Every time a Monster regenerates Barrier, they will receive a stacking debuff which applies a slow, and also reduces their Accuracy and Evasion. One stack is applied per regeneration, up to a maximum of 5 stacks.
Monsters with Barrier Regeneration will now display it as a Passive.
Lessening the Grind of Barrier Items & Gear Upgrades
Note: There are changes to Archaeology below to also help with the grind.
We’re increasing the drop rates of various high-level Barrier Items.
Monsters with Barrier now drop Barrier Dust on death (like bones). The amount of Barrier Dust dropped scales with the Monster’s maximum Barrier value and can also be doubled.
Granite Golem will now drop Imbued Bronze Bars.
Ranged Golem will now drop Imbued Steel Bars
Earth Golem will now drop Imbued Mithril Bars
Magic Golem will now drop Imbued Mithril, Adamantite and Runite Bars.
Golem Chest from Golem Territory will now drop Imbued Bars instead of generic Bars.
Ritual Chest from Cult Grounds will now also drop Imbued Runite & Dragonite Bars
Introducing Summoning Attack Interval Reduction
There will be 3 new Items you can obtain via Atlas of Discovery content that will reduce Summoning Attack Interval (Ring, Off-hand & Consumable). With all 3 equipped, you can achieve -25% Summoning Attack Interval.
Increasing Late-Game Barrier Damage
We’re introducing Barrier and Crystal upgrades for all God Gear (except gloves).
(B) Upgraded God gear will provide a massive increase in Barrier Damage
Each God piece provides +40% Summoning Familiar damage added as extra damage to Barrier (Total of +160%)
Cost to upgrade is the same as Ancient Gear using the base God Item.
Obtainable if you can complete the God Dungeons + Cult Grounds dungeon
The addition of more gear to upgrade means more resources to grind for, but we’ve added these resources to other areas of the game to assist:
As mentioned above, we have more Barrier Dust and Imbued Bar drops around the game. Note Imbued Dragonite Bars are more plentiful as well.
Ritual Chest from Cult Grounds dungeon now also contains Barrier Exalted Shards & Siphoning Barrier Gems.
Making Barrier Content More Rewarding
There’s quite a few changes and new content we are adding in hopes to make Barrier content more appealing for general progression.
Summoning XP:
Summoning XP received per damage to Barrier is increased from 0.45 -> 0.67 per damage dealt.
New Gems for the Gem Slot Utilising the Gem Slot allows us to add more content to the game that provide a positive bonus to your character without needing to remove an existing item in a different slot.
These Gems are designed to assist in various non-AoD content.
Reduced Hitpoints Gem: Enemy has -3% Maximum Hitpoints. Obtained from Cult Grounds chest.
Combat Doubling Gem: +3% chance to double items in Combat. Obtained from Unholy Forest chest.
Maximum Hitpoints Gem: +20 Maximum Hipoints. Obtained from Cult Monster.
Slayer Gem: +3% Slayer Coins, +5% Damage dealt to Slayer Task monsters. Obtained from Magic Golem Monster
Dungeon Gem: +5% Damage to Dungeon Monsters. Obtained from Trickery Temple Chest
Combat Gem: +5% Damage to Combat Area Monsters - Obtained from Raging Maple Monster
We’ve also added the Combination Gem, which is an upgrade to all of the above. This new Gem combines all the above bonuses into a single Gem. It is designed for very late-game with the requirements that are set.
Other Existing Barrier gear will most likely get a damage buff, especially through the early game.
We’re also adding your Barrier Damage value to the Combat UI so you can see how your Barrier modifiers are affecting your damage output.
Archaeology
There’s a few key pain points we want to address with Archaeology with this update.
Notable Feedback We are Addressing
There’s Too Much Junk - Archaeology has too many items that provide zero use other than to sell. This feels bad and clogs up Bank Space.
Archaeology is Too Slow - The high base interval and lack of interval reduction makes the Skill feel like a slog.
What’s Being Changed
Faster Progression
Base Archaeology Interval is being reduced to 4 seconds, down from 5 seconds.
We’ve also added a new consumable that further reduces Archaeology interval by -10%.
Providing a Use for Junk
We’re adding a brand new mechanic to the Grand Museum of Melvor where you can donate all of your Junk with a single click in exchange for Museum Tokens.
Any item from Archaeology that has no use outside of selling will be classed as a “Generic Artefact” which will be donated with a single click (Locked items don’t get donated).
These Museum Tokens can then be taken to the Shop to exchange for the below Items/Packs. These items also have an Archaeology Level & Artefact Donation count requirement.
List is not final and is subject to change
Enhanced Spyglass Lens: Allows you to upgrade the Old Spyglass to the Enhanced Spyglass, significantly increasing the Survey & Sight Range.
Summoners Pack I: Provides 2 Red & 2 Green Summoning Shards using Museum Tokens + GP (50% cheaper than buying Shards directly)
Summoners Pack II: Provides 4 Red, 4 Green, 2 Blue & 2 Silver Summoning Shards using Museum Tokens + GP (50% cheaper than buying Shards directly)
Summoners Pack III: Provides 6 Red, 6 Green, 4 Blue, 4 Silver, 2 Gold & 2 Black Summoning Shards using Museum Tokens + GP (50% cheaper than buying Shards directly)
Combat Supply I: +200 Adamant Javelins, +200 Chaos Runes and +200 Big Bones using Museum Tokens + GP.
Combat Supply II: +200 Rune Javelins, +200 Death Runes and +200 Magic Bones using Museum Tokens + GP.
Combat Supply III: +200 Dragon Javelins, +200 Blood Runes, +200 Ancient Runes and +200 Magic Bones using Museum Tokens + GP.
Topaz Bolts (Enchanted): Can now be purchased directly from the Shop using Museum Tokens + GP (GP Costs is 4x the sale value of the Bolt)
Sapphire Bolts (Enchanted): Can now be purchased directly from the Shop using Museum Tokens + GP (GP Costs is 4x the sale value of the Bolt)
Diamond Bolts (Enchanted): Can now be purchased directly from the Shop using Museum Tokens + GP (GP Costs is 4x the sale value of the Bolt)
We’ll continue to monitor the selection of Items available for exchanging Museum Tokens.
Cartography
The changes to this Skill will seem minimal compared to the rest, but the idea is that the changes listed above will make Cartography more appealing to progress in.
Notable Feedback We are Addressing:
It's too expensive: The Skill is too expensive for meaningful progression to actually be made in AoD alongside the rest of the game.
What’s Being Changed
Cheaper Travelling
We’re significantly reducing the base travel costs across the board:
Reduced base travel cost by 75% for hexes up to Level 59 cartography requirement.
Reduced base travel cost by 50% for hexes up to Level 60 - 99 Cartography requirement.
Reduced base travel cost by 25% for hexes up to Level 100+ Cartography requirement.
We also understand that there is feedback regarding the Auto Survey mechanic and just wanted to let you know that we see it. This update doesn’t address the feedback, but we hope to address it in a future update.
Conclusion
Thank you again for doing what you do best and providing feedback so we can better the content made available to you.
We hope this first update is a step in the right direction in improving the mechanics around Atlas of Discovery. We’ll continue to monitor feedback and provide updates where needed.
I’ll have an update soon on when to expect this update to drop.
Speak soon!
- Malcs
Game Update - v1.2.1
Atlas of Discovery
New
Almost all Points of Interest in Cartography now provide some kind of reward. Rewards include GP, Slayer Coins, Items, and temporary bonuses for the next 10 travels.
^^ If you have already discovered these Points of Interest, all new rewards except the temporary bonuses will be provided to you retroactively when loading a character.
The Monolith Point of Interest is now classed as an Active POI providing -5% Cartography Dig Site Map upgrade interval, +5% chance to preserve resources in Cartography, and +5% chance to preserve a Dig Site Map charge in Archaeology
Changes
Reduced Ship Combat Overhaul shop upgrade item costs to 2k each, down from 10K each.
Decreased Master Crafting Relic in Ancient Relics mode chance to enchant urns to 90%, down from 100%. This is to stop the possibility of not being able to achieve 100% completion in the mode due to urns automatically enchanting.
Aranite Brush Shop Purchases now only requires 5 Aranite Brushes from a Dig Site to purchase, down from 25.
Crystal now sells for 100GP, down from 500GP.
Refined Pure Crystal now sells for 1K GP, up from 500GP.
You now produce a base quantity of 2 Barrier Dust per craft in Crafting, up from 1.
You now produce a base quantity of 6 Barrier Dust per cast of the Barrier Dust Alt. Magic Spell, up from 3.
Performance
Cartography will now automatically throttle the frame rate when you are on any page other than Cartography.
This is a general reminder to check the Settings page as there are some extra Cartography settings to assist with performance.
Fixed
Fixed incorrectly calculated modifier for increased Slayer Coins per poison damage in Ancient Relics mode.
Fixed issue where more than 1 Divider was being consumed per Dig Site Map Refinement.
Fixed visual error with Prayer Relic 2 displaying the incorrect percent modifier.
0 / 0 completions will now display as 100% progressed in the Completion log, instead of 0% (You can see this with Thieving Mastery completion for AoD)
Fixed issue where Crystallization and Crystal Sanction could be applied to Monsters who are mean't to have player debuff immunity.
Fixed missing Ranged Level requirement for Enchanted and Arcane Bolts.
Fixed incorrect survey interval reduction on the AoD Completion Cape.
Base Game
Changes
Equipment tooltips now display the special attacks of the item.
Fixed
Fixed setting to disable Birthday Event present drops.
Fixed issue where the increased GP Flat modifier was not working as intended in Thieving.
Fixed incorrect text listed on Stop Fishing Contest button.
Updated wording for Toggle Ignore Bank Full setting.
Fixed bug where Artisan Skills would display you have no costs to continue, even though you do. This only occured when the Skill stopped on a full bank.
Fixed issue where increased flat GP modifiers were applying during certain Combat scenarios where you earned 0 GP (It should only apply if you earned at least 1 GP for the action).
Fixed issue where it was possible to lose GP per Combat action if you managed to have negative GP modifiers active.
Fixed issue where equipment event assignments would continuously grow without being cleared after successful even unassignment.
What's being worked on
Steam Client updates for Windows, MacOS & Linux (Including Steam Deck)
iOS App update (Delayed due to issues with iOS 17 release)