The submissions have now ended for the “Create a Mod” contest.
Thank you so much to everyone who participated in our first “Create a Mod” contest. This was our first time trying something like this and we hope everyone has fun testing all the unique mods that were submitted.
It's really awesome to see many of creative individuals get around the contest and give it a crack. I'm going to have a lot of fun testing out all these mods.
You will find a list to all the submitted Mods at the bottom.
The Community Voting period officially begins at 2:00am GMT +1 today (Now), 6 July, 2023 and will last until Thursday, 13 July @ 11:59pm GMT+1.
How the Community Vote Will Work
The top 10 winners will be chosen via the community using the “likes” feature on mod.io (Dislikes will have no effect on the end result). This feature is also available via the official Mod Manager within Melvor Idle.
Voting officially begins at 2:00am GMT +1 today, 6 July, 2023 (now). Mod.io will reset the votes/like for all Competition Mods in order to make it fair for all those who enter.
Only “likes” after the reset date and time will count. Any votes/likes prior to this date do not count.
Submissions after 11:59pm GMT+1 on 5 July, 2023 are not included. This includes updates to your Mod. If your mod is updated after the submissions end date, then it will be disqualified from voting.
Voting officially ends on Thursday, 13 July @ 11:59pm GMT+1
.
How to try the Mods
We recommend backing up your saves before trying Mods (See below point).
In Melvor Idle with Mods enabled from settings:
Select the Mod Manager
Select the orange Filter button next to the search box,
Select the "Mod Contest 2023" category to see all the mods.
You can also view all the Mods here: https://mod.io/g/melvoridle?_sort=name&tags-in=Mod+Contest+2023 .
Make Sure to Back-Up Your Game File While Testing the Mods
When testing the mods, it’s important to back up your game file, so none of your progress is lost while trying out the new mods.
The best way to do this is by either creating a “Shareable Save URL,” downloading your Save or Export your save from the Character Select screen (under the Settings dropdown for the respective character).
Key Dates
Community Voting Begins
Thursday, July 6 @ 2:00am GMT+1 (now)
Community Voting Ends
Thursday, July 13 @ 11:59pm GMT+1
Winners Officially Announced
Friday, July 14 @ 9:00am GMT+1
LINKS TO MODS SUBMITTED FOR THE MOD CONTEST (IN ALPHABETICAL ORDER)
You can also view all the Mods here: https://mod.io/g/melvoridle?_sort=name&tags-in=Mod+Contest+2023 .
Make Sure to Back-Up Your Game File While Testing the Mods
. Original announcement thread: https://new.reddit.com/r/MelvorIdle/comments/1491yh4/create_a_mod_contest_3000_usd_in_prizes_up_for/
“Create a Mod” Contest! $3,000 USD in prizes up for grabs!
Hello everyone!
The team has been working hard behind the scenes and we are excited to finally announce our very first contest for this year: a “Create a Mod” contest!
We’ve partnered with mod.io for this contest. We’ll use their website for submissions and voting (more details below).
Please make sure you read this entire post carefully before making a submission.
Overview
The theme of this contest is “content”. This means you are tasked to create a Mod for Melvor Idle that adds some form of new content to the game.
Any mod that adds at least 1 of the following will be eligible:
New Skill
Additional content for existing Skills
New Items
New Monsters
New Combat Areas, Slayer Areas or Dungeons
New Gamemodes
New Pets
Some form of new Minigame to participate in
Any other piece of content that a player can complete
Key Dates
Submissions Open (Contest Begins)
Wednesday, June 14 @ 9:00am GMT+1
Submissions End (Contest Ends)
Wednesday, July 5 @ 11:59pm GMT+1
Community Voting Begins
Thursday, July 6 @ 2:00am GMT+1
Community Voting Ends
Thursday, July 13 @ 11:59pm GMT+1
Winners Officially Announced
Friday, July 14 @ 9:00am GMT+1
Prizes
The top 5 community voted mods will receive:
1st place - Cash prize of $1,000 USD
2nd place - Cash prize of $750 USD
3rd place - Cash prize of $500 USD
4th place - Cash prize of $450 USD
5th place - Cash prize of $300 USD
The remaining 5 will receive:
A choice of a Chio plush or Cool Rock plush (subject to stock availability, in order of placement)
A player cannot submit a pre-existing mod for this contest.
No NSFW content. This is at the sole discretion of the Melvor Idle team.
No copyrighted content (Eg. art assets from other games). This is at the sole discretion of the Melvor Idle team.
If you do not follow the “How to Enter” steps correctly, your submission will not be accepted.
Mods submitted after the official “Submissions End” date and time will not be accepted.
You may continue updating your Mod during the Submission period.
Updates to your Mod are not permitted after the official “submissions end” date. Any Mods that are updated after the official “submissions end” date will not be eligible.
You are more than welcome to create a Reddit thread with your Mod, or post it in our Discord server within the relevant Mod channels.
How the Community Vote Will Work
The top 10 winners will be chosen via the community using the “likes” feature on mod.io (Dislikes will have no effect on the end result). This feature is also available via the official Mod Manager within Melvor Idle.
Voting officially begins on the above-listed “Community Voting Begins” date and time.
In order to make it fair for all those who enter, Mod.io will reset the votes at the start of the voting period. Only “likes” added from the above “Community Voting Begins” date and time will count. Any votes prior to this date will not count.
Submissions will not be accepted after 11:59pm GMT+1 on 5 July, 2023.
Fixed issue where some active Casual Tasks were hidden due to recent requirement changes to the game, causing them to take up Casual Task slots without the ability to complete or skip them.
Fixed issue where Township Worship modifiers were not being doubled while in the correct season (#3359)
Fixed issue where Township Worship modifiers were not updating correctly after repairing buildings (Issue #3358)
Fixed issue where it was not possible to delete Cloud Saves from the character selection screen (#3360)
Fixed issue where Town resource and GP per update would not visually change when increasing your Town's Health (Issue #3361)
Fixed visual issue where Firemaking Mastery XP tooltip was showing incorrect values (Issue #3350)
Minor Update - v1.1.2 (?5875)
Changes:
Removed the "All" button from Legacy Tick spend menu.
Adjusted Casual Task requirements slightly, making tasks that require the delivery of high level Items to not show up until a higher Township Level.
Bug Fixes:
Fixed issue where the Trader will still deduct resources from your Town if the trade fails due to lack of Bank space (Issue #3355)
Fixed Mastery Pool XP display not matching received XP for Mining (Visual bug only) (Issue #3352)
Fixed issue where Summoning Tablet synergies that reduce Non-Shard cost was actually increasing the cost instead (Issue #3349)
Fixed issue where Decreased Trader Cost modifier from Trading Posts was not applying to Trader costs (Issue #3344)
Removed the mention of the Township Tutorial when starting a new save (Issue #3343)
Fixed issue where the Max Skillcape did not include the bonus provided from the Township Skillcape (Issue #3342)
Fixed Slayer Harvest Scroll not providing correct amount of Slayer Coins (Issue #3340)
Previous Hotfix already applied The game will now provide you with a "free death" upon loading if a recent change to the game causes your character to unequip items. This free death lasts for the duration of offline Combat calculations.
A free death means when dying in Combat, you will not lose any items and your HC character will not be deleted.
Minor Update - v1.1.2 (?5858)
To help alleviate the reported issues of some Worships causing Rune Essence production to fall below manageable amounts, we have made the following changes to Magic Emporiums:
Added 50 new Magic Emporium Buildings to construct within the Snowlands Biome
Halved the costs of Magic Emporium to construct
Reduced the Magic Emporium Rune Essence Rate per building to 130, down from 220.
When all Magic Emporiums have been constructed, it is a 15-20% increase in total Rune Essence production.
Half of the production will now come from the Snowlands Biome, which will alleviate Rune Essence production issues from negative Desert modifiers like Terran or Aeris Worships.
Minor Update & Fixes (v1.1.2 ?5852)
Township Balancing
Town Halls will no longer degrade. If your Town Hall is below 100%, it will require repairing back to maximum. It will not degrade anymore.
Fixes
Fixed Grasslands Biome percentage not reaching 100% due to a non-existent building (Issue #3312)
Fixed Grasslands Biome showing building is available to construct even though there are no buildings left to construct.
Moved the Skip Task button to the right of the element so it is harder to accidentally (Issue #3325)
Fixed Trader percentage button selection remaining green regardless of what percentage was selected (Issue #3322)
Fixed Summoning Tablet Creation element scrolling outside of the main element (Issue #3319)
Fixed Gem Finder Scroll not consuming while Mining (Issue #3304)
Fixed Notification V2 elements displaying underneath Combat Minibar (Issue #3326)
Prior Hotfixes already implemented
Fixed an issue causing demo versions to not save correctly with the reworked Township
Tier 2 buildings no longer require 200 population to build. This is to ensure you can always build Herb/Potion buildings.
Health now has a 25% chance to degrade by 1% per Town Update, instead of a 100% chance.
Fixed frostspark sword translation.
Hotfix v1.1.2 (?5835)
Township Hotfixes:
Tier 2 buildings no longer require 200 population to build. This is to ensure you can always build Herb/Potion buildings.
Health now has a 25% chance to degrade by 1% per Town Update, instead of a 100% chance.
Other Fixes
Fixed frostspark sword translation.
Major Update - Township Rework - v1.1.2
This is a breakdown of changes for Melvor Idle v1.1.2.
PLEASE DISABLE ALL MODS, ESPECIALLY ONES THAT RELATE TO TOWNSHIP BEFORE LOADING THE UPDATE
Township Rework
For the full details, please see here (in case I missed anything here): https://store.steampowered.com/news/app/1267910/view/3692428039467200814
When loading into the rework, your Town will automatically convert to the new system based on your current Township Skill Level.
Your Town will convert BEFORE offline progress calculations begin.
Passive “Town Update” System (Formerly known as Ticks)
Township now passively updates every 1 hour, up to a maximum of 24 hours while offline (like the standard offline time)
You no longer earn “ticks” to spend.
If you had ticks remaining prior to this update, they will be available to use as you please until they reach zero. Now referred to as “Legacy Ticks”.
Legacy Ticks have been converted to the new Town Update length of 1 hour. For every 12 ticks you had, you have been granted 1 Legacy Tick.
It is not possible to earn more Legacy Ticks.
General Township
Population now defines the XP you gain per Town Update. Eg. 100K Population = 100K XP gained.
Happiness now increases your Population by (Happiness)%, and can go over 100%.
Education increases your resource production rates by (Education)%, and can go over 100%
The Max Skillcape now requires Township Level 99 to purchase and equip.
Removed systems
These systems have been removed from Township
Map selection
Purchasing of Biome land. Everyone will get refunded the total GP spent purchasing land when loading into the update.
Citizen age
Citizen death
Workers and Jobs
Citizens menu
Trader GP limit
Food, coal and clothing usage per tick.
Health
Health directly affects Population.
Your population (after Happiness bonus) is then multiplied by (Health)%.
Health starts at 100%, and goes down by 1% each Town Update. This cannot go below 20%.
Spend Potions or Herbs to increase this back to 100%.
Buildings
The Building system has been revamped. You now construct buildings up to a certain quantity until it upgrades.
Buildings now have “efficiency” that degrades over time and requires repairs (one button click). A building has a 25% chance to degrade by 1% per Town Update. The efficiency cannot be reduced below 20%.
Buildings contained within Biomes are now predefined and are the same for everyone.
All building costs and resource generation numbers have completely changed to accommodate for the rework.
New Feature - Seasons
There are now 4 standard Seasons in the game which last for 3 days each - Spring, Summer, Fall, Winter.
Each Season comes with their own unique Modifiers to the Town.
Some Worships provide access to rare and unique Seasons.
New Feature - Casual Tasks
You can now obtain a Casual Task to complete every 5 hours.
A maximum of 5 Casual Tasks can be stored to complete whenever you like.
These tasks provide XP, GP and Township Resources for completing.
They can be skipped for 10M GP.
New Task Category - Throne of the Herald
Only available for those who own the Throne of the Herald DLC
20 new tasks are available to complete relating to the DLC.
New Worship - The Herald
The Herald is now available as a Worship selection when you defeat them in Combat (Throne of the Herald DLC)
General Worship Changes
All Worships have been changed. Details are listed in the Township Rework breakdown linked at the start.
You are able to change a Worship, but it will cost 50M GP, destroys your Worship buildings and reduces all building efficiency to 50%.
Reworked Trader
Trader is now available 24/7 as long as you have at least 1 Trading Post constructed.
The Trader no longer allows you to trade resources into Township.
The Trader no longer has raw resources available for trading out.
Trader Consumables and Items
The Trader has 30 unique consumables that you can purchase, each providing some kind of benefits that will assist with your progression outside of Township. These are listed in the Township post linked at the start.
Consumable Upgrades
The Trader sells a “Consumable Enhancer” which allows you to update some consumables in the game.
Notifications v2 (BETA)
A new notification system has been added that you can enable from “Settings”. It is disabled by default for now.
This system is in Beta and will be continuously worked on to provide more options and customization. Most of its features are only available in English at this stage until it leaves Beta.
Breakdown of changes
Notifications have a fresh, new look.
Severely reduces the spam and performance hit of notifications.
You can change the position of where notifications appear.
Some notifications can be marked as “Important”, which means they remain on screen until you click to dismiss them.
See the full breakdown of changes here: https://www.reddit.com/r/MelvorIdle/comments/12i6jau/were_reworking_the_notification_system/
General Game
General Changes
Mastery Spend XP header is now sticky when scrolling.
Mastery Spend screen now displays the name of the mastery item so you don’t need to rely on tooltips.
Reworked cloud saving functionality to be more performant.
General Balance Changes (Base Game)
Agility Pillar of Combat - Flat HP Regen reduced to 10, down from 50.
Ultima Godsword - Lowered Strength Bonus to 365, down from 408.
General Balance Changes (Throne of the Herald)
Increased Thorned Power special attack chance to 40%, up from 30%.
Increased Spectral Ice Blades special attack to deal 150% normal damage, up from 125%
Increased Large Lightning Strike special attack to deal 1,500 damage, up from 1,300.
Critical Strike Potions - Increased all tiers of potions critical strike chances by 10%.
Agility Elite Pillar of Conflict - % HP Regen reduced to 50%, down from 200%.
Polar Bear Freezing Roar special attack chance reduced to 20%, down from 30%.
Reduced The Herald’s passive healing to 2% Max HP every 2 Turns, down from 4%.
Agile Wings Rapier Special Attack reduced to 100%, 175%, 250% normal damage, down from 150%, 225%, 300%.
Meteor Shot special attack damage reduced to 25%, down from 33%.
Bug Fixes (Base Game)
Fixed the shop buy limit text appearing multiple times (Issue #3141)
Fixed an issue where skill actions could not be started (Issue #2779)
Fixed Ent + Crow synergy consuming tablets when not making Staves (Issue #2780)
Fixed Crow + Devil synergy consuming tablets when not making elemental runes
Fixed Combat Area Select menus, Impending Darkness Menu, and Skill Progress Menu showing during Golbin Raid (Issue #2818)
Fixed Golbin Raid replacing the most recent history instead of the oldest (Issue #2886)
Fixed Spirit Bag description missing information about rune cost reduction
Fixed Spirit Bags being consumed for Non-Alchemy Alt. Magic Spells and those that do not use Spirit Runes (Issue #2909)
Fixed an issue where users were unable to build Agility Obstacles (Issue #2980)
Fixed Shop Buy Quantity having no limit, allowing the UI to become stuck at very large numbers (Issue #2994)
Fixed planting crops in Farming not updating the chance to grow of the plot (Issue #3005)
Fixed Axe, Pickaxe and Fishing Rod tooltips showing the incorrect bonuses (Issue #3034)
Fixed chest opening dialogue having a rapidly changing scroll bar
Fixed opening chests with a full bank showing an endless spinner (Issue #3050)
Fixed Alt. Magic experience not updating when (un)equipping items (Issue #3064)
Fixed "None" worship in Township not having enough checkpoints causing a game crash (Issue #3143)
Fixed Agility blueprints showing costs in red when you own the exact amount of them (Issue #3173)
Fixed Adventure mode saves attempting to load into farming despite it being locked (Issue #3102)
Fixed Farming sidebar glow showing in Adventure mode when it is locked (Issue #2740)
Fixed completing the tutorial in adventure mode leaving you on the page for a skill that became locked
Fixed time based Golbin Raid statistics being set to values of 50 years or more. Save files will have invalid statistics reset to 0. (Issue #2821)
Fixed Cloud Saves in slot #6 being unable to be deleted (Issue #3044)
Fixed incorrect math formula for modifiers that affect Summoning non-shard costs #3255
Fixed incorrect item stats on (P) Divine Boots #3210
Fixed bug that caused Ahrenia's Into the Mist special attack to provide double the amount of healing than intended #3187
Fixed missing image for dead Farming crops #3153
Meteorite Spellcaster Ring and Meteorite Staff item synergy bonus should now affect the damage output of the Meteor Shower Archaic Spell #3133
Fixed Crow-Octopus synergy not applying the base quantity increase prior to item doubling #3095
Fixed incorrect stats on Silver Sapphire Ring #3069
Removed secondary scroll bar in Summoning Tablet Creation menu #3068
Fixed missing details from some item images #3041
Fixed Arrow shaft recipe select appears under header on mobile #2991
Fixed icon for adventure mode not being centered #2887
Fix shop quantity dropdown menu closing when clicking either side of the quantity text box #3289
Fix cloudburst staff special description #3284
Fix incorrect scaling on images in the "View Item Stats" popup #3281
Fix incorrect Augite Platelegs (P) image #3291
Lady Darkheart Curse of Torment special chance fixed to be 25%, not 35%
Fixed Minibar showing when clicking magic in the sidebar
Fixed feather tornado description not showing that it hits twice
Mining gloves no longer consume charges when mining Essence or Gem nodes
All perfect items can now be downgraded to regular food from the bank
Bug Fixes (Throne of the Herald)
Fixed seeds of a different category showing up in farming plots after disconnecting from the expansion (Issue #2809)
Fixed broken item description for Frostspark 1H Sword (Issue #3072)
Fixed the Ward of Flame Platebody having no equip requirements (Issue #3006)
Fixed Iridium Oricha Ring not increasing ranged strength bonus (Issue #3110)
Fixed Agility blueprints building the Elite Pillar in the Normal Pillar slot (Issue #3081)
Fixed Cyclops + Spider Synergy (Slayer coins per poison damage) not working #3123
Township Rework Details
Hello everyone!
The Township Rework is almost upon us, so I thought now would be a good time to announce details about the changes, and what you can expect from the updated Skill.
This breakdown has been created to provide as much information as possible around the rework. I'll do my best to breakdown all of the changes so you can get a detailed understanding of what to expect. If I did miss anything, I will include them in the official changelog when the update releases.
The rework is due to release in the next few weeks. This post is for information purposes, and it not an official game update post.
The Issues
Township was one of the most ambitious Skills we had ever created which required 2 separate parts to fully complete. Part 1 was released alongside the Throne of the Herald expansion with Part 2 scheduled for release some time in the future.
Based on the vast community feedback, we came to the conclusion that the Skill in its current state did not suit the core premise of what Melvor Idle is meant to be. It took away from the core experience that we hoped to achieve with the game itself.
Instead of attempting to band-aid fix a lot of the issues that arose, we decided to rework the core mechanics of the Skill instead in hopes to bring it more in line with the game.
We greatly appreciate all the feedback we received since release on this, and I thank your for your patience while we worked behind the scenes to get to this point! One of the many great things about building a community-driven game is the feedback we receive on content like this, and it helps us shape the game for the better.
What’s Changed?
Removal of the risk of failure
The risk of failure was one of the most highlighted points made when discussing the issues around the Skill. The simple fact that a small decision by the player could lead to an entire Town dying, failing and requiring a restart was frustrating. It was extremely demotivating as a mechanic, and after one or two failures it became old very fast.
With the rework, we have removed the risk of failure entirely. It is no longer possible to fail in any way while training the Skill. The core premise of the Skill now is to grow your Town, and only focus on growth. Decisions you make will not impact your Town in a negative way like it did before.
Transitioning to a Passive “Tick” System
The removal of the risk of failure means that we will be transitioning to a completely passive “Town Update” system for Township. We have removed the manual “tick” function of the Skill, and it will now instead progress automatically alongside the game.
A Town Update functions the same way a tick does, enabling your Town to progress in the background without any worry.
Your Town will now update every hour. This period of time will allow you to spend the new resources gained, and provide necessary maintenance to your Town where required (more on this below).
The new Township is balanced in a way where you can check in once or twice a day without worry.
What happens to my stored ticks?
If you still have ticks to spend when the update hits - don’t worry! They will still be available to spend within the rework.
Your ticks will automatically convert to a “Legacy Tick” system where you can spend your ticks as you please until it reaches 0. Once your ticks reach 0, this system will disappear and progress will rely on the new passive Town Update system. It will not be possible to earn ticks to spend in the update.
The amount of ticks you have to spend will also be adjusted based on the new tick length (1 hour). For every 12 ticks you currently have, you will be granted 1 legacy tick to spend. It’s important to remember that Township is balanced based on time, not ticks. Spending 1 legacy tick is the equivalent of spending 12 normal ticks in one go.
Population, Happiness, Education and Health
These mechanics have been slightly reworked to fit in with the updated Skill.
Population (Earning Skill XP)
The XP you earn per Town Update is now equal to your Population.
At Level 99, this can reach around 120,000.
At Level 120, this can reach around 410,000.
Happiness
This now increases your population by (Happiness)%
Happiness can go over 100%.
Education
This increases your resource production rates by (Education)%.
Education can go over 100%
Health
Your population (after Happiness bonus) is then multiplied by (Health)%.
Health starts at 100%, and goes down by 1% each Town Update.
Spend Potions or Herbs to increase this back to 100%.
Producing Resources without Workers
Workers have been removed completely from Township. It was a system that fell flat quite a bit, and caused a lot of confusion and frustration with resource generation.
Resources are simply produced by constructing the respective building, without the requirement of Workers.
What we have removed
There’s quite a lot of mechanics we have removed from the rework in hopes to streamline the Skill and have it fit in line with the core premise of the game itself.
This is what has been removed:
Map selection
Biome land, and the purchasing of this land. Everyone will get refunded the total GP spent purchasing land when loading into the update.
Citizen age
Citizen death
Workers and Jobs
Citizens menu
Trader GP limit
Food, coal and clothing usage per tick.
“Product” resources no longer require raw materials to produce. For example, plank generation will not use wood anymore. These costs have been applied to the buildings themselves. It’s not possible to go into negative resource generation.
What’s new?
Updated Building System
We have updated the building system for Township to be more streamlined and straightforward.
The “Build” menu has been integrated directly into the “Town” menu. Buildings are constructed directly from the “Town” page now. No need to go back and forth.
Each biome now has a predefined list of Buildings that can be constructed in them. After constructing a certain amount of those buildings within their respective Biome, they will upgrade to the next tier. This continues until there is nothing new left to build.
If you are curious to know - this does mean that everyone’s Town will be the same by the end. The only difference will be the path everyone takes to get to a completed Town.
Unfortunately, that dynamic and unique playstyle does not exist with the rework. This will suck for those who enjoyed that aspect of the Skill, but this change was important to make in streamlining Township.
Building Repairs & Efficiency
Alongside the updated building system is a new mechanic called “Building Efficiency”.
Over time, your buildings will slowly degrade and require repairs to keep it operating at 100% efficiency. A building has a 25% chance to degrade by 1% per Town Update. The efficiency cannot be reduced below 20%.
You can repair individual buildings, all buildings in a specific Biome, or all buildings in all Biomes. The cost of repair is a fraction of the cost to build it, which is weighted against the efficiency of the building.
When a building loses efficiency, it also slows down in its production. Be sure to maintain these buildings when you get the chance.
New Feature - Seasons
A new feature that arrives with this rework is Seasons! This was originally planned for Part 2, but we decided to include it in this rework.
Everyone’s Town will now be on constant rotation of different seasons, each providing their own unique buffs and debuffs to your Town.
Each season will last for 3 days until it switches to the next.
Here is a breakdown of the seasons:
Spring
+50% Township Education
+50% Township Happiness
+25% Township Food Production
+25% Township Herb Production
+25% Township Potion Production
+25% Township Leather Production
Summer
+25% Township Education
+25% Township GP Production
-25% Township Ore Production
-25% Township Stone Production
-25% Township Coal Production
-25% Township Bar Production
Fall
+25% Township Wood Production
+25% Township Plank Production
+25% Township Clothing Production
Winter
+50% Township Coal Production
+25% Township Stone Production
+25% Township Ore Production
-50% Township Happiness
-50% Township Education
-50% Township GP Production
-25% Township Food Production
-25% Township Herb Production
-25% Township Potion Production
-25% Township Wood Production
-25% Township Plank Production
There are also some secret seasons to discover depending on certain Worships you have active.
Casual Tasks
We have added a new type of Task called “Casual Tasks”. These act similar to a Daily Task, but without the FOMO aspect of missing tasks if you don’t log in on certain days.
Every 5 hours, you will receive a new random “Casual Task” that you can complete whenever you want. They range in difficulty from quite easy to relatively hard. You won’t receive a Casual Task that you cannot complete at your current progression.
You can have a maximum of 5 Casual Tasks active at any given time. Complete these tasks to continue receiving new ones, or Skip it for 10M GP if you don’t like it. These tasks will stay available until you complete them or Skip them.
Casual Tasks are a way to earn Township XP and GP on the side while Township progresses in the background. The XP and GP you earn from these tasks are based on your Township Level.
Throne of the Herald Tasks
We have added a new Throne of the Herald Task category for those with the expansion. This provide 20 new unique Tasks for you to complete that relate directly to the expansion.
New Worship - The Herald
For those with the Throne of the Herald expansion, you can now select The Herald as your Worship after defeating them.
The Herald Worship Modifiers: Always active:
There is a 20% chance of a Solar Eclipse Season occurring in Township
-31% Township Building Production in Mountains Biome
-31% Township Building Production in Arid Plains Biome
-31% Township Building Production in Snowlands Biome
At 5%:
+42% Township Building Production in Swamp Biome
At 25%:
+42% Township Building Production in Jungle Biome
At 50%:
+42% Township Building Production in Desert Biome
+42% Township Building Production in Water Biome
At 85%:
+42% Township Building Production in Forest Biome
+42% Township Building Production in Valley Biome
At 95%:
+42% Township Building Production in Grasslands Biome
-25% Township repair costs
Reworked Trader & New Consumables
We’ve touched up the Trader yet again in hopes to provide a legitimate reason to use it when progressing throughout the entire game. The purpose from the beginning was for the Trader to act as a utility to the rest of the game.
Unfortunately, I feel we fell completely flat on how this was implemented and it made a lot of Skills redundant in the process. These changes are designed to make the Trader assist with other Skills, rather than replace them completely.
Here are the important changes:
The Trader no longer sells raw materials. Instead, they now sell unique consumables and crates filled with resources.
It is no longer possible to trade materials into your Town. Due to the reworked progression, this feature is no longer required.
Trading for items now have Skill level requirements attached to them. We have removed the arbitrary 10,000 item limit required for trading.
The Trader has 30 unique consumables that you can purchase, each providing some kind of benefits that will assist with your progression outside of Township.
List of new Consumables from the Trader
Fishing Scroll of XP: +3% Fishing Skill XP
Mining Scroll of XP: +3% Mining Skill XP
Woodcutting Scroll of XP: +3% Woodcutting Skill XP
Herblore Scroll of XP: +3% Herblore Skill XP
Runecrafting Scroll of XP: +3% Runecrafting Skill XP
Leather Crafter Scroll: +5% chance to double items in Crafting when making Leather or Dragonhide armour.
Gem Preserver Scroll: +10% chance to preserve resources in Crafting when making Jewelry.
Herblore Preservation Scroll: +5% resource preservation cap in Herblore
Burning Scroll of Gold: +5% Gp from Firemaking and -5% Firemaking Skill XP.
Burning Scroll of Stardust: +5% chance to receive Stardust when burning Magic Logs in Firemaking and -5% Firemaking Skill XP.
Burning Scroll of Ash: +2% chance to receive Ash per burn in Firemaking and -5% Firemaking Skill XP.
Slayer Deterer: +1% Damage Reduction when fighting a Slayer Task monster
Mastery Magnet: +1 Mastery Tokens gained when receiving another Master token.
Consumable Upgrades
The Trader also sells a new item called the “Consumable Enhancer”. This item can be used alongside some Consumables in the game to upgrade them into a more powerful version. List of new Upgraded Consumables:
Base Game:
Thiefs Moneysack II: +30% minimum GP from Thieving
Wizards Scroll_II: +15% Rune Preservation
Seed Pouch II: +6% Farming Yield and -1 seed cost to plant Allotments in Farming.
Alchemists Bag II: +15% Chance To Preserve Potion Charge and +8 Charges per Potion
Burning Scroll of Gold II: +10% Gp from Firemaking and -5% Firemaking Skill XP.
Burning Scroll of Stardust II: +10% chance to receive Stardust when burning Magic Logs in Firemaking and -5% Firemaking Skill XP.
Burning Scroll ofAsh II: +2% chance to receive Ash per burn in Firemaking and -5% Firemaking Skill XP.
Quick Burner II: -4% Firemaking Interval
Golden Star II: +0.4% chance to locate Golden Stardust in Astrology
Throne of the Herald:
Explorers Map II: +$25% Flat Slayer Area Effect Negation, +5% Slayer Skill XP and +8% Slayer Coins
Portable Rations II: +20% Auto Eat Efficiency and -8% Lifesteal
Blood Vial II: +8% Lifesteal and +8% Auto Eat Efficiency
Kindling Pouch II: +250% GP from Firemaking and -8% Firemaking Skill Interval
Artisan Pouch II: +15% chance to double items in Crafting and -0.3s Crafting Skill Interval
Adjustments and Balance
We have changed quite a lot in terms of numbers and progression curves. I’ll do my best to break down these changes.
Building Costs & Resource Generation
Every single building cost and resource generation number has been changed. This change is due to the new passive progression system and reworked mechanics.
All resource generation rates and buildings costs will have a completely different meaning of balance with the rework. When loading into the update, your resource generation rates will be far less than before. This is intended and goes in line with all the new balanced numbers.
Trader Ratios
All Trader ratios have been adjusted to suit the new building resource generation numbers. With the help of Trading Posts which improve the Trader rations, the new ratio is 1 resource to 1 base item GP price.
Eg. If an item is worth 150 GP then it would require 150 Food to trade for 1 of that item.
Building Tier Requirements
Building tiers now have the following requirements to suit the new population scaling system:
Tier 1: Population: 0, Level: 1
Tier 2: Population: 200 & Level: 15
Tier 3: Population: 2,500 & Level: 35
Tier 4: Population: 15,000 & Level: 60
Tier 5: Population: 40,000 & Level: 80
Tier 6: Population: 80,000 & Level: 100
Tier 7: Population: 175,000 & Level: 110
Worship Changes
We have adjusted the existing Worships to suit the new progression system.
Aeris
Always active:
-50% Township Building Production in Desert Biome
-75% Township Building Production in Water Biome
All positive Worship modifiers are increased by 2x during Spring
At 5%:
+25% Township Building Production in Mountains Biome
At 25%:
+25% Township Building Production in Valley Biome
At 50%:
+25% Township Building Production in Mountains Biome
+25% Township Building Production in Valley Biome
At 85%:
+25% Township Building Production in Mountains Biome
+25% Township Building Production in Valley Biome
At 95%:
+25% Township Building Production in Mountains Biome
+25% Township Building Production in Valley Biome
-25% Township Building Cost (Capped at -80%)
Glacia
Always active:
-75% Township Building Production in Mountains Biome
-50% Township Building Production in Desert Biome
All positive Worship modifiers are increased by 2x during Winter
At 5%:
+25% Township Building Production in Water Biome
At 25%:
+25% Township Building Production in Swamp Biome
At 50%:
-15% Township Building Cost (Capped at -80%)
At 85%:
+25% Township Building Production in Water Biome
At 95%:
+50% Township Building Production in Water Biome
+50% Township Building Production in Swamp Biome
Terran
Always active:
-50% Township Building Production in Water Biome
-75% Township Building Production in Desert Biome
All positive Worship modifiers are increased by 2x during Fall
At 5%:
+25% Township Building Production in Forest Biome
At 25%:
+25% Township Building Production in Jungle Biome
At 50%:
+25% Township Building Production in Forest Biome
At 85%:
+25% Township Building Production in Jungle Biome
At 95%:
+50% Township Building Production in Jungle Biome
+25% Township Building Production in Forest Biome
-15% Township Building Cost (Capped at -80%)
Ragnar
Always active:
-75% Township Building Production in Water Biome
-50% Township Building Production in Mountains Biome
All positive Worship modifiers are increased by 2x during Summer
At 5%:
+25% Township Building Production in Arid Plains Biome
At 25%:
+25% Township Building Production in Desert Biome
At 50%:
+25% Township Building Production in Desert Biome
+25% Township Building Production in Arid Plains Biome
At 85%:
-15% Township Building Cost (Capped at -80%)
At 95%:
+50% Township Building Production in Desert Biome
+25% Township Building Production in Arid Plains Biome
Bane
Always active:
There is a 20% chance of a Nightfall Season occurring in Township
-15% Township Building Cost (Capped at -80%)
At 5%:
+25% Township Building Production in Grasslands Biome
At 25%:
+25% Township Building Production in Swamp Biome
At 50%:
+25% Township Building Production in Snowlands Biome
At 85%:
+25% Township Building Production in Grasslands Biome
+25% Township Building Production in Swamp Biome
+25% Township Building Production in Snowlands Biome
At 95%:
+25% Township Building Production in Grasslands Biome
+25% Township Building Production in Swamp Biome
+25% Township Building Production in Snowlands Biome
GP Cost & Earning GP
With the reworked Township, the total GP cost of Township has been severely reduced. Due to this, we have also lowered the earning potential from Township.
Total GP Cost To complete your Town, the total GP cost required is:
Level 99 - 870M GP
Level 120 - 1.1B GP
Prior to the rework, it would require 7.4B GP to purchase all available land space.
It's important to note that 800M of the cost goes solely to constructing Town Halls, which is the only method of increasing Tax Rate to earn a passive GP income from the Skill.
Earning GP GP is now mainly earned from the Tax System, which is available to you at Level 99 which unlocks the Town Hall.
GP earnt is balanced against your current population. Higher population = higher GP per Town Update.
Here are the estimated new GP rates from tax:
Level 99, 126,000 population, ~22M-28M GP per day
Level 120, 415,000 population, ~140M-150M GP per day
Loading into the update - Town conversion
When loading into the new Township, your Town will automatically convert to the new format. This conversion will be based on your Skill level. This process is automatic and you won’t have to do anything.
The Town you have now will look completely different due to the new predefined nature of building a Town.
Conclusion
We are excited to share the new reworked Township with you all! We hope this detailed breakdown proved useful and you are also excited for the changes that are coming.
The update is still a few weeks away, so stay tuned for more information on an exact date of release!
- Malcs
董二千阿 《Melvor Idle: Throne of the Herald》Stream
Check out this stream Melvor Idle stream from 董二千阿 on Douyu.