Part 4 of 5 - Township, Official Mod Support, Astrology Rework & More
Part 5 of 5 - Everything we missed
Preface All information detailed and explained in these announcement posts are subject to change at any time during development without warning. Please refer to official patch notes upon release for confirmed full details.
Introduction
Welcome to the next announcement for the Throne of the Herald Expansion! This will be the smallest announcement in terms of information.
The Lore
Melvor Idle currently has 5 Books detailing your adventures so far leading up to the final boss in the base game. They’re designed as a tool to provide insight to the world of Melvor and the story you as the player are progressing through.
A unique aspect around the Throne of the Herald Expansion is that it has been completely designed around an actual story.
After the events of Bane (Current final boss) have occurred, you will be taking on the task to seek answers and the truth. You, as the player, will be able to see in detail what your journey entails and how you managed to get through each section of the story.
Each of the new Dungeons in Combat play an important role in your journey, and after beating them you will be able to read how exactly you were able to defeat them. Bosses in Dungeons will have actual stories and dialogue so you can get an understanding of who they are and why they exist.
There are 10 brand new Books totalling 10,500+ words that will greatly expand the world of Melvor, and will act as the gateway to future story telling.
Building an actual world, story, and characters in Melvor Idle has always been something that I wanted to achieve. With the addition of the Lore in Throne of the Herald, I hope that we can expand even further and provide insight into the world we are trying to create.
The Lore will now have its own section in the game where you can easily refer back to them as you please. It also isn’t a requirement to read as it sits on the side ready to access whenever you feel like reading.
The Herald
As announced in our Live Stream a few weeks ago, this expansion revolved around a character known as The Herald. An unknown entity that seeks total annihilation of Melvor, but what for? What could The Herald want to achieve by the complete destruction of the world? It’s up to you to find out.
The Herald has been part of Melvor since 2020, first appearing in the Lore after defeating all 4 Gods in the game. It is a character we have been planning to add for years, and with this expansion the time has finally come.
You will be tasked to seek answers and the truth about The Herald, uncovering ancient secrets and devastation across the world of Melvor throughout your journey. I highly recommend reading the Lore as you unlock it to uncover more truths about The Herald and what their intended goal is.
I won’t go into any further detail, as I don’t want to spoil too much about this character.
Conclusion
This announcement was much smaller than the previous, but I wanted to provide a small insight into the inspiration and story of Melvor and how the original idea of the expansion came about.
We have 3 more announcements on the way detailing even more content you can expect to see in this expansion update.
Speak soon
Malcs
Expansion Details: 120 Non-Combat
Throne of the Herald expansion continues the story of our hero as you discover more about the mystic forces that surround the lands of Melvor, and the dark powers that remain hidden within the world. New locations to explore, new gear to craft, and even more monsters to fight! Find out more and add it to your wish-list on the dedicated Steam page here.
Expansion Details Announcement Timeline:
Part 1 of 5 - Level 120 Non-Combat ← YOU ARE HERE
Part 2 of 5 - Lore & The Herald
Part 3 of 5 - Level 120 Combat
Part 4 of 5 - Township, Official Mod Support, Astrology Rework & More
Part 5 of 5 - Everything we missed
Preface
All information detailed and explained in these announcement posts are subject to change at any time during development without warning. Please refer to official patch notes upon release for confirmed full details.
Introduction
Hello everyone!
Welcome to the first part of the Expansion 1 update announcement schedule!
We are breaking up the announcements into 5 segments as there is just an incredible amount of information to cover, and we want to provide you with the most detailed information as we can so you know exactly what to expect when the Expansion eventually drops!
This announcement will solely focus on Level 120 Non-Combat. So that means anything we are adding from Level 100 to Level 120 for Non-Combat Skills.
Details regarding content added prior to Level 100, or planned reworks will be detailed in Part 4.
Enough of the introduction, let’s get into some juicy Expansion 1 details!
Level 120 Non-Combat
Expansion 1 is increasing the maximum skill level of all Skills from 99 to 120.
Every single Non-Combat Skill will have new content for you to obtain, use and explore, keeping you company for the new journey ahead.
Let’s take a look at all the Non-Combat Skills so you know exactly what to expect.
Woodcutting
We’re introducing 9 brand new Trees for you to cut from Level 100 to 120.
The new logs you obtain from these trees are used in various ways throughout the game, allowing you to create new items that will greatly enhance the power of your characters.
Alongside these new Trees, we have 4 more Tiers of Woodcutting axes that can be purchased from the Shop, greatly increasing your Woodcutting power.
You will also find a brand new Raven Nest which is only obtainable from these new Trees, containing brand new seeds to be used in Farming as well as something quite special you won’t want to sleep on (Hint: OSRS + Infernal).
Fishing
There will be 14 brand new Fish to catch contained inside 6 new Fishing areas.
These Fish will play an important role with other Skills as they are used for ingredients in many products.
Alongside the new Fish, we’ve got a brand new chest that can only be found in these new areas containing brand new items that will directly assist with Fishing.
Plus, just like Woodcutting, we’ve got 4 new Fishing Rods available for purchase in the Shop.
Firemaking
We have some fantastic changes coming to Firemaking that will be available for everyone. These will be detailed in Part 4 as it is not exclusive to the paid aspect of the Expansion.
Cooking
Who doesn’t like Cooking? (Please don’t answer that)
There’s 21 new types of Food ready for you to perfect. For clarity, only 9 of these 21 are cooked Fish.
All new cooked products will provide more healing than previous related items. This will be important for your eventual Combat adventure.
Mining
I’m quite excited about Mining, as we have introduced some brand new metals and mechanics to spice things up.
Here’s what you will find in Mining from Level 100 to 120:
6 new types of Ore.
1 new type of Rune Essence (It’s called Pure Essence, I wonder where that name came from?).
5 brand new higher level Gems to locate.
3 new Gem Veins.
What is a Gem Vein you ask? These are new nodes that don’t follow the standard mechanics of Mining.
Mining Ore Nodes will give you a chance to locate a “Gem Vein”. These Gem Veins do not have a maximum Mining Node HP, and will continue to stack in HP as you locate them while Mining.
These Gem Veins can be mined to depletion as you please, and will only provide you with the specified Gems.
On top of the new Gem Veins, we have a brand new Ore known as “Meteorite”. This follows the same mechanic as Gem Veins where it doesn’t have a maximum Node HP. Only this time, you can only locate Meteorites via Astrology! More on that below.
Smithing
We’re bringing 4 brand new tiers of Smithing items that will play a fundamental role in your Combat journey.
These new tiers of Smithing items will provide all the required armor and weaponry you need to progress. It follows the same format as previous tiers in terms of what it provides. This includes the ability to upgrade the Smithing armor using new Ores obtained from Mining.
Each new tier of weaponry comes equipped with a unique special attack specific to that tier of item.
One of these tiers is the brand new Meteorite gear, which only provides a limited amount of gear but is definitely something you won’t want to ignore!
All together this comes to around 57 new items that can be created directly in Smithing.
Thieving
Thieving aka the GP printing Skill.
We’re providing you with 11 new NPCs to pickpocket. They’re bottomless pockets will contain an assortment of unique items that can be used throughout the entire game.
There’s around 18 new unique items that you will be able to find, alongside standard drop tables for all the new NPCs. Thieving will continue to print GP, but just know these NPCs will hit harder. Be prepared!
Farming
One of the most peaceful Skills in the game is getting 4 new Allotments, 4 new Herbs and 4 new Trees!
To accommodate for the new Farming seeds, you will be able to purchase more Farming plots! This will directly increase the XP and item gain from the Skill.
Did I mention that one of the new Trees is a Banana Tree?
We’re also going to be exploring more types of compost, more methods of increased farming yield, and maybe a new item from Bob.
Fletching
We’re coming in hot with new Arrows, Bows, Bolts, Crossbows and Javelins!
Each new tier of Smithing gear has their own Arrow, Crossbow and Javelin. Stand aside Dragon Javelins, we will have a new winner to reign supreme here! They also have special attacks for you to use just like their Smithing counterparts.
In total, you will find 28 new items to create and use.
Crafting
Key feedback around Crafting is the severe lack of “usefulness” that this Skill provides.
This feedback is vital in ensuring we create content that players will use and appreciate!
It’s because of this feedback that we are introducing 46 brand new items to explore and create from Level 100 to 120 alone.
These new items are jam packed with special attacks, passives and consumables that you won’t want to miss.
Brand new jewelry created from the new Gems in Mining will provide unique passive effects, opening up a countless number of potential builds.
New consumables will give you an additional bonus in a variety of ways.
Runecrafting
As everything is going to Level 120, you need some Magic gear to help in this adventure.
Runecrafting will provide you with 8 new Runes created from the new Pure Essence, unlocking the ability to use new Magic made available to you.
We’re also adding 3 new categories of Magic gear that can be created - Poison, Infernal and Lightning. Using these in Combat will provide you with increased power and utilize new Combat mechanics that we will discuss in Part 3.
The 3 new categories of Magic gear are available in 3 new tiers - Master, Legendary and Mythical.
We didn’t forget about weaponry either! You will be able to create 4 new Staffs and 3 new Wands, equipped with unique special attacks.
Herblore
We’ve got more delicious and totally legal potions heading your way! 8 Combat Potions and 8 Non-Combat Potions (16 new in total).
These new potions will give you the upper hand in various aspects of the game, utilizing new expansion mechanics and modifiers that will be hard to ignore.
The new potions for Combat are designed to give you an advantage in certain situations, meaning there won’t be 1 “Best in slot” potion. They also explore some new mechanics such as gaining Prayer Points when hit by an enemy, or decreasing the Damage Reduction of the enemy.
The new Skilling potions will assist further in Skills such as Astrology, Firemaking, Cooking, Mining, Herblore, Agility and even Alt. Magic!
Agility
Be prepared for the new Agility, as we are about to increase your power level substantially!
We have 5 new tiers of obstacles for you to add to your existing course from Level 100 to 120. This means we are adding 25 new Agility obstacles to choose from with new unique modifiers.
On top of the 25 new obstacles, we are providing a new set of Pillars to build at Level 120. These can be build alongside your existing Pillars and will remain active as long as you have a full course built.
With all of this, a full obstacle course will have 15 obstacles and 2 Pillars active. That’s a lot of power!
For those wanting some Quality of Life in Agility, we will have that for everyone as well. This will be detailed in Part 5.
Summoning
This was a fun Skill to explore for adding new content, and it will create new synergies that greatly increases the power of most Skills.
The expansion will provide 8 new Familiars to create. 4 designed for Non-Combat, and 4 for Combat.
The new Non-Combat familiars provide bonuses for Agility, Astrology, Fletching and Summoning!
With the addition of 8 new familiars, this means that they will synergise with other familiars just like the existing ones do now.
Over 100 new synergies will be added, opening up some insane combinations in all Skills.
Astrology
As you may or may not know, Astrology is being reworked for the Expansion update. We will go into complete detail on how this works in Part 4.
Alt. Magic
Yep, we’re also adding 11 new Alt. Magic Spells from level 100 to 120.
We’re exploring some new spells that can assist you in Combat, and to also convert items that may be better used elsewhere.
We’re also including another tier of Superheat and Item Alchemy.
Conclusion
This is just a small taste of what is coming in Expansion 1!
We have 4 more announcements on the way detailing content you can expect to see. We hope the wait will be very much worth it!
Speak soon
Malcs
Throne of the Herald expansion continues the story of our hero as you discover more about the mystic forces that surround the lands of Melvor, and the dark powers that remain hidden within the world. New locations to explore, new gear to craft, and even more monsters to fight! Find out more and add it to your wish-list on the dedicated Steam page here.
[UPDATE] New Temporary Custom Gamemode!
Update v1.0.5
Introduction
Hello everyone!
With 100% of development is focused on the upcoming Expansion 1, I come bringing a small surprise update for everyone to enjoy while you wait.
As a thank you for the support so far on the Cool Rock Plushie sales I have decided to release a new temporary custom gamemode for you all to enjoy.
We’re currently at 80% of our funding goal for the Cool Rock Plushies with only under one week to go to reach our sales target! If you would like to help us reach that 100% target, you can do so here: https://shop.makeship.com/3KRnjqa
Nonetheless, even if we don’t reach that target, I believe everyone deserves something as a thank you from us to show our appreciation to the community that continues to support us through and through.
New Temporary Custom Gamemode
Say hello to Internal Suffering Speedrun Mode!
Available until: August 31 @ 23: 59:59 GMT
We took the concept of the previous Hardcore Adventure Speedrun Mode and turned it up to 11. The idea here is to bring a fresh take on how the game is played, and really make you think about your next actions moving forward.
This gamemode will test your strategic decision making, forcing you to slowly disable Skills the further you progress. You will need to make the call as to what Skills you can do without, and what will help you defeat the final boss.
And yes, this is super fast again.
So, what exactly does this gamemode entail? Read carefully as there are quite a few important mechanics to keep in mind.
As usual, the goal is to defeat the final boss as fast as you can.
This is a safe gamemode. No character loss on death.
Uses the Hardcore Combat Triangle.
However, the Combat Triangle has been reversed! This means Melee now beats Magic, Ranged beats Melee, and Magic beats Ranged. Check the numbers inside the small triangle tooltip next to your Max Hit and Damage Reduction numbers to see the exact numbers.
All Skills except Firemaking and Farming are available to you at the start.
Your Skill Level is capped at Level 10. This cap can be increased at any time by permanently disabling any Non-Combat Skill. This can be done from the new menu item in the Sidebar.
For each Skill you disable, not including Firemaking or Farming, the Skill Level cap will increase by 10. This means you need to disable 10 Non-Combat Skills to be able to reach Level 99.
You can continue training Skills when you reach the level cap, you will just earn no further Skill XP.
Accessing the final boss requires Level 99 in all Combat Skills to access.
On top of the above unique mechanics, we have made similar adjustments to the intervals as the previous custom gamemode:
-80% Attack Intervals for you and the enemies.
-80% Skill Intervals (This now also reduces Thieving stun intervals).
+800% Global Mastery XP.
-2s Monster Respawn Timer.
You will also notice this gamemode uses larger numbers. This is purely visual and provides no real benefit to the game. It is simply done to make the gamemode look a bit different.
Other Changes
Firstly, to accommodate for the new gamemode I have added another save slot for everyone to use and enjoy!
A month or so ago I posted a thread to Reddit asking the community for feedback on the UI of the game, and requested information on everyone’s biggest UI pet-peeve.
I plan to resolve as many of these UI issues as possible, especially for the release of the expansion.
For now, I took the top comment and adjusted the UI for Firemaking, Fishing and Mining to now display Skill XP, Mastery XP, and Mastery Pool XP you can gain per action (Woodcutting already shows this during the action).
Farming and Summoning UI adjustments to show extra information will be coming at a later date! Alongside resolutions for other UI pet-peeves mentioned.
In the future, I plan to ask more questions similar to this so I can gauge an understanding of what everyone is thinking, and what I can do to address the potential concerns or suggestions mentioned.
It’s something I’ve valued since I began development on Melvor Idle, and I want to continue this level of communication moving forward!
Another Expansion 1 Live Stream
In case you missed the news, we have another Live Stream happening to discuss Expansion 1 in more detail. There’s also a Live Q&A happening on this stream, so be sure to tune in to get an inside into all things Melvor Idle!
VOD? Yes! For those who can’t make it live, we will have a VOD available on the official Melvor Idle YouTube channel: Click here to view the channel!
Conclusion
Progress on Expansion 1 is looking fantastic. We’re excited to share more information with you all and take a closer look at what can be expected from the update!
I hope you all enjoy the new custom gamemode. Be sure to check out the live stream as there will be some information you won’t want to miss!
[UPDATE] New Save Slot UI + Discord RPC (v1.0.4)
This update introduces a new Save Slot UI to hopefully assist current and future players with their understanding of how the save system in Melvor works.
Our full focus at this stage is on Expansion 1, and progress is looking great! We will have a lot more news to share soon as we delve closer to the release.
New Save Slot UI
There are no functional changes to how the system works, this is just a visual update to provide clarity around the system that is currently present in the game.
Note: Your characters are already stored inside a Save Slot (The little number to the left of the save). This is the Save Slot the game will use for this update.
Here’s a breakdown of the changes:
The game will now display all Save Slots available to you, instead of hiding empty ones.
Slightly adjusted the UI of Save Slots to provide clarity around what slot your save is in.
The Settings button has moved to a dropdown menu in the top right corner of each Save Slot.
An empty save slot will now warn you if an existing Cloud save has been detected in that slot.
When attempting to load or import a save, the game will now display exact details of what save will be overwritten in the popup.
You can now delete Cloud Saves from the Settings menu dropdown.
Cloud saves can now be refreshed inside the game by using the new Refresh icon sitting next to the “Show Cloud/Local Saves” button.
If a save produces an error, it will no longer stop the entire game from loading. Instead it will adjust the UI of the save slot to show the save is corrupted. This will help us debug issues you may run into.
Downloading a save now includes the Date & Time of the download in the filename.
You can now disable the warning popup when attempting to load a save. This setting is not yet localized. I will sort this out ASAP.
Update on adding more Save Slots
I can confirm that new Save Slots are on the way for those that have been asking.
Firstly, I want to ensure this new UI is up to par and reduces the issues that have been faced significantly before I go ahead and add more Slots.
If this new UI indeed succeeds in reducing the issues, more save slots (and temporary gamemodes) won’t be far away at all!
Discord RPC
This update adds Discord RPC for Windows clients only.
A small Steam client update was released not too long ago is required for Discord RPC to function. You do not need to update the client to access the general game.
This RPC will display information about:
Your current gamemode and total level.
What non-combat skill you are training, the action you are performing and the level of that skill.
What Enemy you are fighting, and the area/dungeon you are active in.
Changes and Bug Fixes
Here is a list of Changes and Bug Fixes included in this update
Changes
Locked Summoning Synergies in the search UI now displays the Marks and Levels required to unlock that Synergy. This is also colour coded: Green = requirement met, Orange = Requirement not met. If you have not found the first Mark yet, the name will display as “???”.
When clicking into the Summoning Synergy search from the minibar, it will default to only showing Synergies for that respective Skill.
You can now double click Bones to quickly bury them in the Bank. Only works if the item is not locked.
You can now double click Chests to quickly open them in the Bank.
You can now click the Slayer Task image to see detailed stats, special attacks and passive of that enemy.
Perfect Fish can now be used to create Pig and Wolf Summoning Tablets.
You can now downgrade Perfect Fish into normal Fish at a 1:1 ratio. This is just a temporary addition as I will soon be implementing a feature that allows Agility obstacles that cost normal Fish to accept Perfect Fish as well.
Slightly updated the UI for buttons in Thieving and Artisan skills.
[Mobile only] When selecting a recipe category or item in an Artisan skill, the UI will now automatically scroll to the respective area.
Bug Fixes
The issue that causes offline progress to get stuck (and produce a timestamp error) will no longer cause the game to become unplayable without a save fix. This doesn’t fix the bug itself (which we are still looking into). Please report offline progress issues if you do run into them after this update.
Fixed an issue that caused an error during a cloud save (Cloud save still worked as intended even with this error).
Fixed Pet Log completion number not updating automatically.
Fixed issue where connecting your Mobile Device for push notifications would get stuck on the loading spinner.
When wearing the Bone Necklace, the first item in the Loot container will no longer hold its place.
Quick Buy modal no longer appears under the Cooking recipe selection modal.
During Sell/Move Item mode in the bank, the borders of selected items will no longer be removed when moving items to new tabs or positions.
Modifiers that affect Enemies now function correctly in the Golbin Raid.
Leveling up the Mastery of a Rune in Runecrafting now dynamically updates the UI to show changes.
Adjusted the text on the “Render Combat Progress” to now mention it disables Non-combat progress bars as well.
Fixed incorrect styling to popup buttons in some circumstances.
You can no longer sell the Basic Magic Wand during the Tutorial (which bricks tutorial progress).
Fixed undefined translation in Thieving Game Guide.
New Adventure Mode characters now correctly start with 100% HP, instead of only 10%.
Fixed issue that breaks the save settings function due to there being an apostrophe present in the character name.
Astrology Mastery token is now named correctly, and now has its description.
Fixed Golbin Raid shop purchases disappearing after 1 purchase.
Fixed visual issues that cause dropdowns to extend above available screen space.
Dragonfire Shield now has its original description restored.
Quick Equip menu now closes when closing the Skilling Minibar on mobile.
Corrupted saves no longer break the game, and instead are isolated to their save slot only.
Fixed incorrect Milestone for Normal Shortbows.
The Bank Sorting method now correctly displays your current sorting method on load.
Fixed typos in some special attacks.
Ragnar Godsword and Terran Godsword now display their correct special attack description.
Adjusted the wording on the 50% Firemaking Mastery checkpoint to correctly reflect the actual mechanic.
Adjusted item description loading for Artisan skills that should hopefully reduce some CPU usage (It used to reload every action, now it only loads once).
Corrected grammar for Ancient Magic locked tooltip.
Fixed incorrect description of the Ranged Game Guide.
The Venom special attack can now miss.
Gems now appear correctly in the bank when searching “Gem” or “Gems”.
Updating the Save Slot UI
Hey everyone!
Today I bring you information about an update to the Save Slot system in Melvor Idle, due to release in the next week or two.
The existing save slot system in its current state is prone to many issues, particularly with accidentally overwriting saves. This issue became evident during the temporary gamemode where reports were coming through of saves being deleted or overwritten by their new save.
This issue wasn’t due to a bug in the game, but more around the lack of clarity as to how the save slot system works and what actually happens when creating/deleting characters. These issues also appear for players who play on Mobile as well as Steam (using the same Cloud account and saves).
These issues are due to bad UI on our part, and we will continue to listen to feedback and adjust where required.
Be sure to join our Discord server where you can provide direct feedback and talk with us: https://discord.gg/melvoridle
Increasing Clarity
This update focuses on the UI of the save slots to ensure everyone is given the opportunity to manage their saves effectively.
Here’s how I’ve gone about doing this.
Visual display of Save Slots
The game will now display all save slots in front of you, whether they are empty or not. This gives you the freedom to choose where your new characters will save, and will also allow you to see how your saves are set up.
Existing Cloud Save Detected
Creating a new local character when a Cloud Save already exists in that save slot is where most of the accidental overwriting issues stemmed from.
Now, on top of being able to actually choose which save slot to use, the game will also warn you when an existing Cloud Save is detected in that save slot.
It does this in a few ways:
A warning on the empty save slot itself.
A popup when attempting to create a new character
A popup when attempting to import a character.
The game will also provide similar warnings for loading a Cloud Save when a Local Save already exists.
New Information inside Pop ups
As you saw in the previous screenshot, the pop ups also look a tiny bit different.
When the game warns you about a potential save overwrite, it will now actually display what saves will be overwritten.
Minor Updates to Save Slot UI
We have moved the big Settings button for saves to the top right corner into a drop down menu. This frees up horizontal real estate that we can use later down the line.
This Settings drop down menu is home to your standard Save settings.
Deleting a Cloud Save
A missing feature from Melvor Idle that has been requested quite a lot is the ability to delete your Cloud Saves.
The game never had this functionality for some reason (blame me lol).
Now, you can simply delete a Cloud Save from the Cloud Save selection screen.
Dealing with Save Errors
In the event your save becomes corrupted for any reason, the game will display this information to you in the form of an error message.
Prior to this, the game would crash or simply not load when any of your saves were corrupted or unable to load.
This gives you the ability to manage this error without it affecting your game.
Refresh Cloud Saves from inside the game
Another missing feature was the ability to refresh your Cloud Saves from inside the game.
If you are playing on multiple devices and ever run into the issue of Cloud Saves not synchronizing, then this will be a handy button for you.
Clicking the Cloud Save Refresh button will fetch your Cloud saves again. This saves the hassle of needing to restart the game completely to see updated saves.
Conclusion
We are always in the process of increasing the clarity of information displayed by the game. Your suggestions are definitely read and noted, and things are always in motion behind the scenes.
We do hope the UI update for save slots helps with the accidental issues caused by the old system. It will especially help when we start releasing more temporary custom gamemodes in the future.
With this updated UI, we are now more confident to eventually release more save slots for everyone, so be on the look out for this!
This update will be released in the next week or two, along with the usual bug fixes and all that.
- Malcs
Expansion 1 - Details & Summary
Hey everyone!
Thanks so much to those who tuned in to our Live Stream yesterday. It was amazing to see you all there and being able to finally announce details of Expansion 1 made me so happy!
This is a TL;DR / TL;DW summary of what we discussed on stream.
A YouTube VOD will be available soon to see extra information around what we discussed. I will post a separate new thread here on Reddit when it goes live.
General Expansion Discussion
What is coming in Expansion 1?
Level 120 Content for all Combat and Non-Combat Skills
Township - New Skill
Official Cross-Platform Mod Support
Level 120 Combat
What Combat Content can we expect from Level 100 - 120?
7 new Dungeons
8 new Slayer Areas
50+ new Monsters
A final boss fight, where the Boss is the only Monster in the Dungeon.
New gear and items at almost every stage of Combat to help prepare for what is ahead. This is not including the insane amount of items from Non-Combat Skills.
Brand new Prayers.
A brand new Spellbook for Spells at Level 100 - 120.
New Curses & Auroras.
9 new Lore books (Massive expansion to the Story)
All new Slayer Areas and Dungeons follow the story.
100+ new Special Attacks (Mainly for enemies, but the player gets some as well).
Will the new Dungeons be a similar style to Into the Mist or Impending Darkness?
All dungeons except for the Final Boss fight can be idled just like the existing God Dungeons. They will follow the same format as regular Dungeons where you complete it and obtain a Chest of rewards.
Preparation will be required for these dungeons.
How will Combat Gear scaling work?
New mechanic is being added where a Monster can lower the Damage Reduction of the Player. This will require the Player to find better gear (that we provide) to prepare for future fights.
Enemy HP levels will still scale in a linear fashion.
Damage will also continue to scale in a linear fashion. This will help with increased XP required per level as Damage is responsible for XP.
More unique horizontal scaling items will be added, with new unique special attacks and passive effects to prepare for unique situations.
How important is the story in this expansion?
The entire Level 120 content was designed and developed around a story. You will be able to read about your entire journey to the end of the Expansion. It will detail why you’re doing this, and will hopefully provide answers to what is going on in the Melvor world.
Reading the Lore is not required (pls read it)
Level 120 Non-Combat
What is planned for Non-Combat?
Every single Non-Combat Skill is also increasing to Level 120.
All Skills will receive content every 1, 2 or 3 Levels.
500+ new items are being added (Including Combat Items)
Some new mechanics will be explored, creating new Skilling synergies.
Most of the content will stay true to the original Skill mechanics, keeping it simple and easy to Idle.
Items obtained in Non-Combat Skills will directly assist in beating the Combat portion.
You can level up Skills to 120 whenever you want. However, some items created require certain Levels or Dungeon Completion Milestones to equip/use.
Any new mechanics to tease?
One spoiler - Training Astrology provides a small chance to spot a Meteorite falling from the sky. This will then allow you to mine Meteorite Ore within Mining. Meteorite Ore does not have a maximum HP, and you can continue spotting Meteorites in Astrology for as long as you wish. Meteorite Ore does not “respawn” when depleted in Mining. It can only be located via Astrology.
Brand new Skilling gear, and some new mechanics for Skills that feel lacklustre (Like Firemaking)
What is the plan for skills like Agility and Summoning?
Agility is getting 5 more tiers of obstacles that can be added on top of the original 10. This means there will be roughly 20-25 new obstacles that can be built.
Agility is getting another Pillar selection when reaching Level 120.
The Level 99 Pillar will stay active after reaching Level 99. The new Pillar will be an additional bonus on top of the already active Level 99 Pillar.
Summoning is getting 8 new Farmilars.
All non-combat Skills except Farming are getting a new Familiar.
New unique Combat Familiars are on the way.
Over 100 new Synergies will be added.
Is Mastery also increasing to Level 120?
No. Mastery is not increasing to Level 120. It will remain at the maximum Level of 99.
This will allow you to train to Level 120 while completing your Level 99 Mastery grind.
New Items being added from Level 100 - 120 will have Mastery.
Can players still wear their Skillcapes they achieved at Level 99?
All Skillcapes can be worn when reaching Level 99. They can be worn while training to Level 120.
The Max Cape can be purchased and used when all Skills reach Level 99.
The inclusion of Township does not mean your Max Skillcape is removed. You can keep it.
A decision is still being made as to what is provided at Level 120 for Skills. We cannot confirm this just yet.
We have not decided what is being done with the 100% Completion Cape either. We cannot confirm our plans for this just yet.
Is anything changing about Astrology?
Astrology re-rolling mechanics are getting reworked.
The theme and general mechanics of the Skill will remain the same.
We will most likely be removing the RNG aspect from obtaining modifiers, and designing it in a way that allows players to “Complete” Astrology.
New constellations are also on the way from Level 100 - 120.
Township Part 1
What is Township Part 1?
Township is a town management simulator integrated into Melvor Idle.
Many resources will need to be managed within Township. This is mainly done passively by your Town.
Township resources stay within Township, they do not go into the Player’s Bank.
Township is still in heavy development, but it will most likely provide quite few unique bonuses and items to your general game.
A player can use their own resources to assist with Township.
We are looking at a mini “Quest” system for Township, however this is very much in development and will require a lot of play testing to ensure it suits the Idle nature of the game.
Township is a passive Skill that can be trained alongside any other Skill in the game (Just like Farming).
What is different about Township Part 1 compared to other Skills in the game?
Township is the largest Skill we have ever created.
It is designed to be expanded upon in the future with a lot more content.
Township has no Mastery to worry about.
Township will integrate a lot into the world building aspect of the Melvor world.
We hope Township will provide players with something to do while training other Skills that respects the Idle nature of the game at the same time.
What’s with the “Part 1” aspect of the title?
Township has been broken down into 2 Parts.
Part 1 is the passive Town Management and a way for us to get the fundamental framework correct before proceeding onto Part 2.
Part 2 is the Combat Expansion to Township. Your town is not the only one that exists inside Melvor, so you will need to manage allies and enemies effectively.
Is there anything else coming in the Expansion?
Mod Support
Official Cross-Platform Mod Support is coming to Melvor Idle.
Development is led by the creator of Melvor Mod Manager.
Will include an in-built Mod Manager to browser and subscribe to Mods that will synchronise on all devices.
An in-game API is being created that Mods will be able to use to their advantage. Some tools that will be provided (Not confirmed to be available on release):
Custom Items, Monsters, Gamemodes, Skills etc.
Custom UI elements
Ability to hook into in-game events and perform certain actions when something occurs inside the game.
Dedicated settings for Mods that provide extra control.
Unified location for all Mods to be discovered.
When will Expansion 1 be released?
Q3 2022
Will it be available on all platforms at the same time?
Yes, it will be available on all platforms at the same time.
Is the Expansion paid or will it be free?
The Expansion will have a Paid aspect.
The Paid aspect will cost $4.99 USD.
You will only need to purchase it once on a single platform to use it on all other platforms.
What content will require payment?
Level 120 Content
What content will be free?
Township Part 1
Official Mod Support
Any additions or new mechanics to existing content (Up to Level 99).
Any new Quality of Life features added.
All bug fixes and performance improvements.
I am extremely excited to continue sharing more and more details as we move closer to the release of Expansion 1!
I also recommend reading through the Reddit discussion thread regarding the above, as important clarification questions have been asked and answered within the comments: https://www.reddit.com/r/MelvorIdle/comments/tyripb/tldr_tldw_expansion_1_live_stream_summary/
Speak soon!
- Malcs
HARDCORE ADVENTURE SPEEDRUN IS NOW LIVE
It's April Fools day (in most places)!
The 2nd biggest day of the year!
You know how we roll...
LIMITED TIME GAMEMODE NOW AVAILABLE
HARDCORE ADVENTURE SPEEDRUN
Your goal - Defeat the FINAL boss as fast as possible.
Defeating them will display how long it took (Don't miss the popup, it only displays once).
GAMEMODE RULES:
This is Hardcore - So it's PERMADEATH.
+100% Maximum Hitpoints for you and the Enemies.
-80% Attack Interval for you and the Enemies.
-80% Skill Intervals.
+800% Global Mastery XP.
-2s Monster Respawn Timer
No HP Regeneration
Adventure Mode rules apply.
Gamemode stability is not guaranteed.
Saves for this gamemode cannot be access after the end date.
ENDS APRIL 30 2022 11:59PM GMT
Enjoy!
DISCLAIMER: April Fools day is one of our favourite days of the year where we add something silly and hopefully fun to the game for a limited time only. It's our way of having some fun and taking a break from the serious nature of game development.
Melvor Idle Expansion 1 Live Stream and AMA on 7 April (7:30pm EST)
Hello, everyone!
You have all been waiting so patiently on news regarding the upcoming Expansion 1. I mentioned in the last set of patch notes that news will be coming soon, and I can now finally reveal when you will hear the first details regarding it!
It’s been a long time coming, but we are ready to have our first official Melvor Idle Live Stream! On Thursday 7 April (7:30pm ET). Prat, StrawHat and I will be jumping on Twitch to discuss the upcoming Expansion 1 and answer all your questions, Melvor-related or not!
The Live Stream will primarily focus on discussions and details around Expansion 1, and what you can expect to see content-wise. We will be going through the Expansion in detail, and will also be answering your burning questions regarding it!
This is also an opportunity to ask us anything you like! We will save time at the end of the Live Stream to go through community questions and answer as many as we can.
Please submit any questions you might have for us down below.*
Ask us any of your burning questions! It doesn’t need to be related to the official expansion, as we will likely be answering all those questions anyways.
We will stop collecting questions from this thread on Friday, 25 March. Make sure to get yours in before then!
These fixes have just been released. Simply restarting the game will apply them for you:
Alt. Magic has been added as an option to the Minibar Settings. You can now add items to Alt. Magic. This menu will be empty for you so you will have to manually add the items there unfortunately.
Removed dark boundary from Combat Minibar
Fixed issues where Hold to Eat would get stuck enabled.
If the above issue reappears, clicking the eat button again should reset it.
Decreased sensitivity of Hold to Eat to assist with accidental double eating.
Added padding to the bottom of the screen so the new Combat Minibar does not block content.
Fixed bug where the game would heal you for 1HP if your food slot was empty every click.
Also fixed the console error spam from above bug.
Fixed Thieving NPCs not unlocking when levelling up offline.
Fixed Fishing text colour not turning green when changed.
Fixed Bear & Salamander Synergy not doubling Silver Bars.
Fixed issue where crafting Cyclops tablets offline would cause the game to freeze.
Minor adjustments to Combat UI Monster Skill Levels to stop buttons moving positions.
[UPDATE] February 2022 - v1.0.3
Note: To receive this update, simply restart the game. Your client does not require an update. Updates for Melvor Idle become available at the exact same time on platforms (Steam, iOS, Android).
Be sure to join us on Discord for sneak peek and discussions with the developers: https://discord.gg/melvoridle
Preface
This update brings a bunch of much requested quality of life updates, as well as finalizing the transition to the new tick-based system for Skills.
The transition to a tick-based was done over 6 months, and involved rewriting every single Skill from the ground up. Now that it has been completed, this will allow for more efficient updates including efficient implementation of new content.
A note on upcoming new content
Although these latest updates have not introduced anything new for you to try, we can confirm that we have indeed been working on new content behind the scenes at the same time.
There is a massive pipeline of new content on the way, including the much anticipated Expansion 1. This expansion aims to roughly double the amount of content you see in the game, and it has been in planning for quite some time.
Now that the transition to the tick-based system is complete, we can now work efficiently towards Expansion 1 as well as everything in between.
Update Changelog
Let’s see what’s new inside the February 2022 update.
New Additions
Customisable Minibar
There is a new “Quick-Equip Menu” for the Minibar (The menu in the bottom right of Skills). This new menu allows you to quickly equip items for the respective Skill. The GEAR icon represents the quick equip.
You can customize what items display in this menu for each Skill. This can be done by selecting any equipable item within the Bank, navigating to the Gear icon, and then enabling/disabling this item for each Skill.
The order of these items can be adjusted to your liking by dragging and dropping them from within the Quick-Equip Menu.
Existing default items from before this update are enabled by default inside this new menu.
Updated Combat Minibar
The Combat Minibar that displays during Combat has some new features and functionality.
The Enemy HP & Attack Bar has been added above your own, so you can see the progress of the fight more clearly.
Your own attack bar has been added below your HP bar.
You can now change your Equipment Set from the minibar.
New Settings have been added to the Settings Page to enable or disable the visibility of Enemy HP/Attack Bar & Equipment Set Selection.
Click & Hold to Eat
You are now able to Click (or tap) & Hold to eat within Combat or Thieving. This will spam eat Food for you.
Doing this will not consume more Food than is required.
The button will turn green to confirm you are “spam eating”.
This works on Mobile versions as well.
This kind of functionality is great if you feel like attempting content before you are prepared enough to idle it.
Other New Additions
You can now toggle the visibility of Fishing & Thieving Areas by clicking/tapping the header area where the new “Eyecon” is. This visibility setting is saved for that character.
You are now able to “Destroy Loot” by selecting the corresponding button located on the bottom of the Loot Container. This will destroy the Loot if for some reason you do not wish to actually Loot it.
Changes
The UI for the Skills & Mastery section of the Completion Log has been updated to be much less stressful on the eyes, using distinguished colours to separate each Skill.
You can now see the Special Attack & relevant descriptions of Items within the “View Item Stats” & “Upgrade Item” popups. Now you will know exactly what the item does that you are trying to Craft or Upgrade into.
Removed the “Pause Skills when Minimized” setting from Mobile. This setting now defaults to “enabled” as there is no reason for this to be turned off on Mobile.
Steam achievements for milestones obtained on Hardcore / Adventure Mode will now unlock the respective Standard Mode achievement as well.
Farming is now unlocked on the Demo Version on Mobile.
Tick-Based Skills
These Skills have now transitioned to the new tick-based system:
Fishing
Cooking
Crafting
Fletching
Runecrafting
Agility
Summoning
Astrology
This marks the end of the transition to tick-based for Skills, and will now allow us to develop a lot more efficiently in general for the game.
Bug Fixes
We have been working to address issues with Offline Progress on Mobile. With the transition to tick-based and most affected Skills being rewritten, we hope to have squashed this bug. However, if you experience it again please let us know so we can look into it further.
Synergy unlocks now activate as soon as they unlock while training Offline, and will provide the benefit to you immediately.
Fixed issues with dropdowns hiding options underneath the game’s header area.
Offline progress now accurately accounts for preservation change for all Skills.
Auto-equip food now works as intended when training Offline.
Fixed crashing issues when you run out of Runes during Combat.
Fixed potential memory leak issues for most Skills. Please report further memory leaks if you notice them.
Fixed issue where Pig & Mole Synergy would not work while training online.
Fixed issues with Salamander & Bear Synergy.
Fixed issues with Octopus & Crow Synergy.
Fixed issues with the Leprechaun & Pig Synergy.
Fixed issues with Mole & Octopus Synergy.
Fixed issues with Witch & Cyclops Synergy.
Fixed rare issues where Cooking or Fletching would not progress.
Artisan Skills should now update the information panel dynamically when game data changes (Like quantities and percentages).
Astrology now correctly updates the “Show All Active Modifiers” panel to display all active modifiers, and those from newly unlocked slots.
Fixed rare instances where individual Astrology modifiers could exceed 5%.
Fixed visual error with Astrology Mastery progress bars not adjusting their colour to correspond to maximum Mastery level.
Elemental Potion output is now correctly considered while Runecrafting offline for subsequent crafts.
The game should now correctly stop skills offline when running out of materials, or when your bank becomes full.
Fixed rare issues that would not allow you to start Actively Cooking.
Fixed missing default items that display on the Minibar.
Cooking double chance now stacks correctly, taking into account all doubling bonuses (This bug was visual only).
Fixed rounding errors for equipped Summoning Tablets.
Level up popups now display correctly for Astrology.
Fixed visual error that causes an infinite scrolling effect when a scroll bar appears.
Fletching Mastery levels should now update dynamically.
Conclusion
I will be announcing some details about upcoming content next month! Stay tuned for those details.
Remember your saves are compatible on all versions on the game (Steam, iOS, Android), and all platforms receive the exact same updates at the exact same time!