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[EVENT UPDATE] Alpha v0.19.2 - April Fools!

April Fools Event

Welcome to the next Event Update for Melvor Idle!!

This update celebrates Melvor Idle's 2nd favourite day of the year - April Fools!

This year, we've decided to turn it up a bit and provide you with something fun and chaotic to enjoy for a few weeks.

[h2]CHAOS MODE[/h2]
CHAOS MODE is an all new limited Gamemode for you to try! Coming equipped with an array of fun mechanics and features for you to mess around with.

The idea behind Chaos Mode is to get as far as you can in the shortest amount of time. I personally won't track the time, but the Gamemode will only be playable for a few weeks.

The rules of CHAOS MODE are simple:

  • Item Corruption in unlocked
  • 25% Interval Reduction on all Skills and Attack Speeds (Including Enemy)
  • All Enemies you face will have at least 1 random Passive
  • All equipped items are lost on Death
  • BIG NUMBERS
  • Same Combat Triangle as Hardcore & Adventure Mode.
  • Golbin Raid is not available.
  • Don't fight a Chicken.


[h2]Item Corruption[/h2]
Item Corruption is only available in CHAOS MODE.

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

Item Corruptions are applied to a Combat Equipment Slot, and are permanent as long as you don't roll another modifier. This means you have 10 "slots" to add random corruptions to.

These Item Corruptions cost GP to peform, equal to the value of the Item. There is a chance for the item to be destroyed, because why not? Corruptions are also based on a tier system where the higher tier modifiers provide larger bonuses, as well as having more modifiers active at one.

Here is the tier list:

  • Tier 1 - Base Item Values < 200 GP - 1 Random Modifier - Low Modifier Value Range (+/-30) - 40% Chance to Destroy the Item
  • Tier 2 - Base Item Values < 10K GP - 2 Random Modifiers - Medium Modifier Value Range (+/-50) - 30% Chance to Destroy the Item
  • Tier 3 - Base Item Values < 400K GP - 3 Random Modifiers - High Modifier Value Range (+/-75) - 20% Chance to Destroy the Item
  • Tier 4 - Base Item Values >= 400K GP - 4 Random Modifiers - Very High Modifier Value Range (+/-99) - 10% Chance to Destroy the Item


The item must be equipped to the respective Equipment Slot for a corruption to be applied. You don't need to keep the item in that slot to keep the Corruption though.

[h2]Other Silly Nonsense[/h2]
In true April Fools fashion, there is a bunch of other silly nonsense through the game. Have fun with this!

Other Changes
  • [NEW] Enemy Special Attack descriptions now display the damage value based on your Damage Reduction, instead of the base damage.
  • [NEW] You listed Max Hit now includes values from your Damage Modifiers (Not including Special Attacks)


  • [CHANGE] Adjusted the styling of Character selection to display the Gamemode Icon more prominently, as well as making the Mobile design less "squished".
  • [CHANGE] Cloud Saving has a new save format, reducing the Cloud Save file size by roughly 50% on average. You will see no change on your end, and local saves are still saved the same as before. Massive thanks to Coolrox95 for his work on getting the file size down by this much.


  • [FIXED] It is now possible to purchase the Cape of Completion from the Shop again.
  • [FIXED] Glove charges now display again in the Shop.
  • [FIXED] Fixed issue where stun damage multipliers would be added twice on to an enemy.
  • [FIXED] Incorrect Cloudburst Staff description in Adventure Mode
  • [FIXED] Cleaned up back-end unused variables and functions.
  • [FIXED] Item statistic for "Damage Taken" is being added to "Damage Dealt"
  • [FIXED] Greater Dragonbreath displays wrong damage value in description
  • [FIXED] Divine Potion providing double the intended effect.
  • [FIXED] Combat stat tracking is occuring for empty equipment slots
  • [FIXED] Cloudburst Staff icon missing in Milestones
  • [FIXED] Cleaned up Ranged Milestones
  • [FIXED] Weird Gloop not providing the +10% Harvest Bonus

[Minor Update] Alpha v0.19.1

[h2]Mobile Push Notifications[/h2]
Introducing Mobile Push Notifications!

If you are a Mobile Player, or also use your Mobile Device to continue progress while away from the PC then you'll be happy about this.

You will now receive Push Notifications when you reach the Offline Time cap, or your crops in Farming are ready to grow!

Be sure to have Push Notifications enabled for your Mobile Device for these to work.

[h2]Link your Mobile Device[/h2]
Within the Settings of the game, you can link your Mobile Device to your Cloud Account. This will allow the Desktop version of the game to schedule Push Notifications for you if you decide to close the game.

Just note that this can only be setup from the App itself on your Mobile Device.

[h2]Changelog[/h2]
[NEW] Mobile Push Notifications have been introduced! Currently only active for Offline Time cap and Farming Timers.
[NEW] New Settings to enable/disable Push Notifications
[NEW] New Setting to connect your Mobile Device to your Cloud Account, enabling the scheduling of Push Notifications to your Mobile Device if playing on a Desktop Version.

[CHANGE] Herblore Potions have been mostly transitioned to the new Modifiers system.
[CHANGE] Due to the Herblore Potion transition, multiplicitive bonuses are now additive bonuses which means some numbers have changed. Below details the changes.
[CHANGE] Melee Accuracy Potion - Now +[8,12,15,25]% Increased Melee Accuracy Rating (Additive) instead of [10,15,20,30]% Increased Melee Accuracy Rating (Multiplicitive)
[CHANGE] Melee Strength Potion - Now +[1,3,6,10]% Increased Melee Strength (Additive) instead of [2,4,8,12]% Increased Melee Strength (Multiplicitive)
[CHANGE] Melee Evasion Potion - Now +[8,12,15,25]% Increased Melee Evasion Rating (Additive) instead of [10,15,20,30]% Increased Melee Evasion Rating (Multiplicitive)
[CHANGE] Ranged Assistance Potion - Now +[4,8,12,20]% Increased Ranged Accuracy & Evasion Rating (Additive) instead of [5,10,15,25]% Increased Ranged Accuracy & Evasion Rating (Multiplicitive)
[CHANGE] Magic Assistance Potion - Now +[4,8,12,20]% Increased Magic Accuracy & Evasion Rating (Additive) instead of [5,10,15,25]% Increased Magic Accuracy & Evasion Rating (Multiplicitive)
[CHANGE] Magic Damage Potion - Now +[1,5,10,15]% Increased Magic Damage (Additive) instead of [2,5,9,16]% Increased Magic Damage (Multiplicitive)
[CHANGE] Crafting Potion has changed entirely - Now +[5,10,15,25]% chance to double Items in Crafting instead of [5,8,10,15]% chance for Double Crafting Skill XP
[CHANGE] Enemy Special Attack Descriptions now tell you about the "Normal Hit" mechanic. If the special attack buff is already active, enemy deals a NORMAL Attack. This is only a mechanic for special attacks that deal 0 damage, and simply buff the enemy for x turns.
[CHANGE] Updated the Settings Page layout for Mobile / Narrow Screen Resolutions.
[CHANGE] Most Special Attacks that alter Player Stats have been transitioned to the new Modifiers system. Some still need to be transitioned (like stacking debuffs and other unique ones) but its a start.

[FIXED] Ancient Ring of Skills now correctly applies bonus XP to Alt. Magic.
[FIXED] Gold Emerald Ring was providing bonuses Skill XP to Alt. Magic, when it shouldn't have.
[FIXED] Combat Loot drops now correctly roll the required Doubling Modifiers.
[FIXED] Scorching Ray Special Attack description displaying incorrect damage values.
[FIXED] Frozen / Stun damage increase not applying to enemies.
[FIXED] Crafting and Fletching not calculating skill interval incorrectly and inconsistency relating to the Mastery Pool bonus.
[FIXED] Almighty Lute providing more GP than intended
[FIXED] Confetti Crossbow providing 10x the amount of intendend GP in Adventure Mode.
[FIXED] Simultaneous death of Enemy and Player in combat does not kill player
[FIXED] Incorrect Damage Descriptions for Magic Gear providing increased Minimum Spell Damage
[FIXED] Some Enemies are able to activate a Normal Attack when they shouldn't be able to (Eg. Aeris)
[FIXED] Corrected the description for "Gunter"
[FIXED] Prayer Points being deducted upon activating/deactivating a Prayer
[FIXED] Ty not rolling correctly online for Agility.
[FIXED] Ku-tul's "Curse of the Deep" is unavoidable when the description said it is avoidable. You can now avoid this attack.
[FIXED] Mobile Ad Free versions have the minibar and notifications elevated too high
[FIXED] Pirate's Lost Ring providing an inconsistent Skill XP bonus.
[FIXED] Getting set to 0 HP by the first hit of a multi-hit enemy special attack does not kill the player
[FIXED] "View All Global Active Passives from Agility" not updating obstacle reductions based on Level 99 Mastery Bonus
[FIXED] Longrange Attack Style not providing Hidden Defence Levels.
[FIXED] Cleaned up a lot of back-end code.

Dev Update - Looking back at the Alpha v0.19 Release

Hello everyone!

I thought it would be a great idea to take a breather and look back at the most recent Major Update release, and reflect on what has been added and how everyone is going with the new additions.

I really like posting Developer updates, so expect these on a somewhat weekly basis :)

[h2]Agility[/h2]

Everyone seems to be enjoying the new Skill Agility, especially with how it changes the way you train a Skill and play the game. It provides you with an outlet to plan your Skill training accordingly, dependent on what your next goal in the game is.

Agility was definitely one of my favourite Skills to develop. It was exciting to plan, exciting to implement, and even more exciting to test. It was a fantastic opportunity to adjust the flow of the game, while providing players with a ton of bonuses that would assist in other areas of the game.

Looking in comparison to future Skills, they will all be unique in the way you train them, and how they effect the game. Agility is definitely the first of many unique Skills to come to the game.

[h2]Adventure Mode[/h2]

Would I be wrong in saying everyone playing this mode is reallllyyy enjoying themselves? It seems to be mostly positive feedback in terms of how it changes the game.

Everyone seems to have a unique way of progressing. With the Skill Level restriction applied, it really does turn the game upside down and force you to think about your next steps.

I wanted the third and final Official Gamemode be super unique, so hopefully I aced that goal and you continue to enjoy the challenges this Gamemode provides. It will be really interesting to see how Adventure Mode is played once the game hits full release and all initial planned content and Skills are added to the game.

[h2]Other Content[/h2]

The changes to Golbin Raid have definitely increased interest by quite a bit. I'm glad you're all enjoying the new additions and changes to this mode. I see your especially thankful now that you can train Non-Combat Skill alongside it (No more XP waste!).

You also seem to love the cute Boss Pets that have been added. The artwork for these little guys really stand out from the rest, and I'm so happy with how they turned out.

[h2]What's the next step?[/h2]

This week I will continue with fixing the bugs and inconsistencies that have been reported.

These fixes will usually be applied as "Hotfixes", which means an official game update won't occur. Just be sure to keep an eye out on the new Announcements panel to see when hotfixes are applied to the game.

I'll be going through the Github and the bug report channel in Discord to get most fix (That have not already been fixed).

Some minor UI changes will occur as well, so be sure to keep a look out if something look a little different in an upcoming hotfix.

[h2]Conclusion[/h2]

All-in-all, in my opinion, the update was a major success. It definitely took longer than I originally anticipated to release, but it seems to have been worth the wait.

Thanks to everyone for your continued support over the last 18 months! It's amazing to still see so many new faces coming on board and enjoying the experience.

As usual, I plan to ensure every update is amazing, and gives you all something to look forward to.

Be sure to check out the Official Roadmap to see what else is on the way!

I'll be in touch again soon with another Dev Update!

- Malcs

[MAJOR UPDATE] - Alpha v0.19

Welcome to the next Major Update for Melvor Idle!

If you wish to view the pretty version of this changelog - CLICK HERE.

[h2]Steam Users, you do not need a Client Update. Simply loading the game again will give you the update![/h2]

If you're still here, enjoy the update!

[h2]Agility[/h2]
It's been a while, but now is the perfect time to introduce our next Skill into the game.

Introduction
Classed as a "Gathering" Skill, Agility is designed to provide numerous "Global Active Passives" to your character that can assist with pretty much all areas of the game. Almost all numbers can be affected by Agility in one way or another.

You are given the task of constructing your very own Agility Obstacle Course, with each obstacle you build coming equipped with different Agility XP rates, GP Rates, time to complete (Obsatacle Interval) and Global Active Passives attached to it.

Starting at the very first obstacle, your character will complete each Obstacle in their respective order until a lap is complete. Upon completing a lap, you will restart the Obstacle Course and go again. You cannot choose which obstacle to start it, it is always the first.

Strategic planning and thinking will come into effect with this Skill, and how you utilise the various Obstacles is entirely up to you.

Obstacles
For every 10 Agility Levels, you will be provided with an empty spot to construct an Obstacle of your choosing. All obstacles are categorized to suit their respective position within your Agility Course, meaning you can't place an Obstacle anywhere you like. In total, there is roughly 43 Obstacles to build, each with individual Masteries to complete.

These Obstacles, as mentioned above, come equipped with various benefits, buffs and debuffs. It is up to you to make a decision as to which Obstacle is best suits your current needs.

Building an Obstacle is not free. There is always a GP cost attached to it, and some later obstacles require various extra Items to build.

Active & Inactive Obstacles
When building an Obstacle, the Global Active Passives provided are always active in most circumstances.

An Obstacle becomes inactive if there is a gap in your Obstacle Course prior to it. Inactive Obstacles disable their respective Global Active Passives. The gap must be filled before they reactivate.

Remember, if you cannot reach the Obstacle during your training, that Obstacle will be inactive. This also means you cannot gain any XP or GP from this Obstacle. Don't worry though, the game will tell you if an Obstacle is inactive.

Obstacle Cost Reductions
I'll be honest, Obstacles are not cheap, especially late game.

You will find yourself swapping Obstacles quite consistently based on what your current goal is throughout the game. To help with this, there is many ways you can reduce the cost of Obstacles to ease the burden of costs.

Here are some ways to ease the pain:
  • Every time you construct an Obstacle, you gain +4% Item Cost Reduction for that Obstacle only. Stacks up to 10 times maximum for a total of +40% Item Cost Reduction.
  • Reaching Level 80 Mastery will grant +10% Cost Reduction for that Obstacle only.
  • Reaching Level 95 Mastery will grant +10% Cost Reduction for that Obstacle only.
  • 50% Mastery Pool bonus grants +10% Cost Reduction for all Obstacles.
  • 95% Mastery Pool bonus grants +15% Item Cost Reduction for all Obstacles.
  • Agility Skillcape (And Max/Completion Cape) grants +20% Cost Reduction for all Obstacles while equipped.
  • Item Cost Reduction is capped at 95%.


Passive Pillars
Upon reaching Level 99 in Agility, you will unlock the option to construct a "Passive Pillar". This is a unique benefit provided by Agility that acts like an Obstacle, when it actually isn't.

Passive Pillars provide Global Active Passives just like Obstacles, but do not provide any XP or GP, and has no Mastery attached to it. These Pillars simply sit there and provide you the bonuses, as long as the entire Agility Course is constructed (No gaps).

They cost a lot, are not affected by Cost Reductions, but you will enjoy the benefits they provide.

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

Agility Potion
To help you along for this journey, a new Potion has been added to the game to give you that much needed, totally not illegal boost to your Obstacle Course training.

And yes, a new Potion means new Masteries for Herblore ;)

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

[h2]Adventure Mode[/h2]
The 3rd and final Official Gamemode that will change everything about the way you play the game.
Adventure Mode bring a whole new challenge to the game, forcing you to make strategic decisions at every step of your journey.

In this Gamemode, Skills are locked behind a GP cost that must be unlocked individually. Every time you decide to unlock a Skill, the cost of the next unlock increases.

At the start of the Gamemode, the only Skill available to you are Attack, Strength, Defence and Hitpoints. Everything else is locked.

To help kickstart your new adventure, you are given a Bronze Weapon and 10 Basic Food. So generous, right?

Adventure Mode is also bound by the same Combat Triangle Modifiers you find in Hardcore Mode.

Sounds easy, what's the catch?

Leveling Skills in Adventure Mode is completely different to Standard. Non-Combat Skill Levels cannot go above your Combat Level.

When you eventually reach the maximum level, the Skill will still continue to train as normal, but you won't receive any further XP. You will need to go back into Combat, and level your Combat Level.

Summarized Rules of Adventure Mode:
  • Skills are locked behind a GP cost to unlock.
  • Start with only Attack, Strength, Defence & Hitpoints unlocked.
  • A Bronze Weapon and 10 Basic Food is provided in your bank at the start.
  • Your Non-Combat Skill Levels cannot go above your Combat Level.
  • Hitpoints, Damage, and Healing numbers are multiplied by a future 10 (Just a visual change).
  • Harsher Combat Triangle Modifiers. Same as Hardcore Mode.
  • This is a safe Gamemode. It is okay to die.


[h2]Boss Pets[/h2]
Boss Pets have finally arrived to the game!
These cute little critters can be found in every single Dungeon in the game. Upon killing a Boss in a dungeon, you have a chance of obtaining one of the Boss Pets!

These Boss Pets provide a small Combat bonus to assist you in your adventures.

For those curious, the Into the Mist Boss Pet required a set 5 completions of the Dungeon. This is also unlocked retroactively, so there is no need to complete another 5.

Here is the list of the Boss Pets:
  • Chick - Chicken Coop Boss Pet - +1% Global Accuracy
  • Zarrah - Undead Graveyard Boss Pet - +1% GP From Monsters
  • Chio - Bandit Base Boss Pet - +2% Ranged Strength Bonus
  • Bouncing Bob - Hall of Wizards Boss Pet - +2% Magic Damage Bonus
  • Rosey - Spider Forest Boss Pet - +1% Chance To Double Loot in Combat
  • Jelly Jim - Miolite Caves Boss Pet - +2% Rune Preservation
  • Ayyden - Deep Sea Ship Boss Pet - +2% Slayer Coins
  • Arctic Yeti (Named after Winner of 2020 Fan Art Competition) - Frozen Cove Boss Pet - +2% Ammo Preservation
  • Harley - Dragons Den Boss Pet - +1% Damage To Combat Area Monsters
  • Mac - Volcanic Cave Boss Pet - +1% Damage To Slayer Area Monsters
  • Singe - Infernal Stronghold Boss Pet - +1% Damage To Dungeon Monsters
  • Aquarias - Air God Dungeon Boss Pet - +1% Chance to Double Items Globally
  • Norman - Water God Dungeon Boss Pet - +3% Chance To Preserve Prayer Points
  • Erran - Earth God Dungeon Boss Pet - +1% Damage Reduction
  • Ren - Fire God Dungeon Boss Pet - +2% Max Hit
  • Pablo - Into the Mist Boss Pet - +2% Damage To All Monsters


[h2]Golbin Raid - Stage 2[/h2]
The long awaited Stage 2 of the Golbin Raid Development Plan has finally arrived.

New Additions
  • The Raid Shop is now active. You can purchase upgrades, Items and Pets in this shop. All Items and Pets in the Raid Shop do not count towards completion.
  • Non-Combat skills will now go into offline mode during the Raid. This means you can train them while participating in Raids.
  • Added (Alt) Weapons to the Raid. (Alt) Weapons are weapons you can get in the Raid that have a completely random Special Attack attached to them. You cannot see what the Special Attack will be, and the Special Attack does not change unless you pick a different weapon.
  • Prayer can now be unlocked and levelled up via the Raid Shop for (For the Golbin Raid only)
  • The Combat Passive Slot can be unlocked via the Raid Shop. If unlocked, you have the option to acquire a Random Passive Item at the end of every 10 waves.
  • There is now a chance for the Golbins you face to have a random Passive attached to them. Be sure to look out for these and take note of why the Golbin you are facing is harder to kill than Ragnar.
  • You can now see the stats of items in the Item Selector. It also compares to what you currently have equipped.
  • You can now skip waves in the Raid at a cost of Raid Coins. This cost can be reduced via the Raid Shop.


Balancing
  • Ranged Ammo count does not get replaced anymore when selecting different Ammo. It simply replaces the Ammo and increases existing quantity.
  • Now start with 500 of each elemental Rune, up from 100
  • Now start with 200 Bronze Arrows, up from 100
  • There's a few items in the Raid Shop to assist you with the Raid. These include increases to Quantity of Ammo, Runes and Food found during the Raid.
  • Ammo and Runes are now separate categories, instead of combined into one.
  • Due to the above change, these categories now give you the option of 2 different Ammo/Runes, plus an option to simply add quantity to your existing Ammo/Runes
  • Reduced Golbin Max HP by 20%.
  • It is no longer possible to find the Wasteful Ring, Cape of Competion, Max Skillcape or Farming Skillcape in the Raid.
  • It is also no longer possible to roll Non-Combat Runes, or Combination Runes.


Bug Fixes
  • Refreshing the page during a Raid will now correctly end the Raid and record its stats.
  • Your equipment set should now correctly go back to its original after a Raid has been completed.


[h2]Other Changes (Not including the above)[/h2]
  • [NEW] There is a brand new Welcome Screen, which includes seemless Cloud functionality as well as Cloud Account Management.
  • [NEW] Added an announcement system to the game which allows me to post Announcements & News to Players without requiring a game refresh or restart.
  • [NEW] It is now possible to create up to 5 different Characters.
  • [NEW] Prices in the Shop are now colour coded so you know what you can and can't afford.
  • [NEW] New Item - Yellow Party Hat - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.
  • [NEW] New Pet - Preston the Platypus - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.
  • [NEW] New Pet - Jerry the Giraffe - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.
  • [NEW] Added the Official Development Roadmap as a link in-game


  • [CHANGE] Started the complete overhaul to how Player Modifiers are handled in game. This should provide more consistency with how modifiers work, and will also speed up future development and management of the game by a lot. This also means a few items have changed in terms of how their bonuses work.
  • [CHANGE] Skill Preservation chance is now capped at 80%.
  • [CHANGE] Completely overhauled how the Shop works behind the scenes. You won't see much change with this, but it will allow me to add more Shop items with ease.
  • [CHANGE] The Shop now displays all items that are available for purchase from the start, as well as what is required to unlock that Shop item.
  • [CHANGE] Aorpheats Signet Ring now provides +100% GP from all sources except Alt. Magic and item selling, instead of a flat double to item drops.
  • [CHANGE] Slayer Skillcape now provides +25% Flat Slayer Area Effect Negation. Changed from 60% Area Effect Negation.
  • [CHANGE] All God Upgrades now provide +15% to their respective bonuses (Additive), instead of the previous 20% Increase (Multiplicative). This is not a nerf.
  • [CHANGE] Amulet of Fishing now provides +15% Decreased Fishing Interval (Additive). Changed from 20% Decrease (Multiplicative). This is not a nerf.
  • [CHANGE] Woodcutting Skillcape now provides -15% Woodcutting Interval (Additive). Changed from 50% Decrease (Multiplicative). This is not a nerf.
  • [CHANGE] Guardian Amulet Base Attack Speed Slow is now +10%, down from 20%.
  • [CHANGE] Enemy buffs/debuffs and Player buffs/debuffs now last for x Attack TURNS, instead of x Attacks (each hit). An Attack Turn is when an entire attack is performed. Multi-hit special attacks count as 1 Attack Turn
  • [CHANGE] Rune Preservation now affects Alt. Magic
  • [CHANGE] Larry, the Lonely Lizard Pet now provides +15 Farming Qty, up from +5
  • [CHANGE] Stone Skin Prayer now provides +3% Damage Reduction, down from +5%
  • [CHANGE] Stone Skin now costs 3 Prayer Points per enemy Attack, up from 2
  • [CHANGE] Adjusted the wording for the Protect Prayers to be more clear
  • [CHANGE] "Skills" wording changed to "Non-Combat" in the Sidebar/Menu
  • [CHANGE] Darksteel Dagger "Deadly Cut" now performs and attack that deals 200 dmg + Enemy Bleeds for 4% enemy max hp over 10s
  • [CHANGE] Sanguine Blade Special Attack chance is now 30%
  • [CHANGE] Sanguine Blade Special Attack now causes the Enemy to Bleed for 400% damage dealt if Enemy is on full HP, otherwise its 250%
  • [CHANGE] Sandstorm Ring now deals 5-15% of Player's current HP 10 times over 4 seconds
  • [CHANGE] Almighty Lute now grants +250% GP granted from slain Monsters, instead of 5x GP.
  • [CHANGE] Malcs, the Leader of Dragons now drops 100K - 150K GP on death, down from 150K - 225K GP.
  • [CHANGE] Defence Skillcape now provides +40 to all Evasion Ratings, up from +10.
  • [CHANGE] Generous Resupply Shop Item now contains Sharks instead of Manta Rays
  • [CHANGE] Standard Resupply Shop Item now contains 150 Crab, down from 200 Crab
  • [CHANGE] Basic Resupply Shop Item now contains 100 Lobster, down from 200 Lobster
  • [CHANGE] Basic Slayer Gear now unlocks after 15 Normal Slayer Task Completions, down from 20.
  • [CHANGE] Slayer Gear Upgrade Kit (Strong) now unlocks after 25 Hard Slayer Task Completions, down from 30.
  • [CHANGE] Slayer Gear Upgrade Kit (Elite) now unlocks after 30 Elite Slayer Task Completions, down from 40.
  • [CHANGE] Slayer Gear Upgrade Kit (Master) now unlocks after 40 Master Slayer Task Completions, down from 50.
  • [CHANGE] Elemental Potions now provide [Potion Tier * 2] qty of a random Elemental Rune per Runecraft, instead of only 1.
  • [CHANGE] Fisherman's Potions now provide +[3, 5, 8, 12]% chance to double Fish, instead of [3, 5, 8, 12]% reduced Junk chance.
  • [CHANGE] Melee Accuracy Potions now provide [10, 15, 20, 30]% Increased Melee Accuracy Rating, up from [5, 10, 15, 25]%
  • [CHANGE] Melee Evasion Potions now provide [10, 15, 20, 30]% Increased Melee Evasion Rating, up from [5, 10, 15, 25]%
  • [CHANGE] Doubled the charges for Melee Accuracy Potions & Melee Evasion Potions
  • [CHANGE] Clicking "Select Character" fom the User Dropdown menu will now send you back to Welcome Screen.
  • [CHANGE] Moved the Changelog into the new "News & Changelog" tab in the Sidebar/Menu under the Settings link.


  • [FIXED] Offline Pet calculations updated to be more efficient.
  • [FIXED] Inaccurate Confetti Crossbow effect description.
  • [FIXED] Logs sell price is inconsistency and has rounding issues.
  • [FIXED] Enemies don't die from debuffs/bleed/DoT when below 1 HP until player attacks again.
  • [FIXED] Master Slayer Gear does not affect Thieving drops.
  • [FIXED] Divine Potion IV: chance to not consume Prayer Points (25%), did not match the item description (35%). Correctly applies at 35% now.
  • [FIXED] Gold Emerald Ring does not give the expected 7% bonus XP to Prayer
  • [FIXED] Fixed Prayer XP providing more XP than intended
  • [FIXED] Slight disagreement Between a Skill's Mastery Percentage.
  • [FIXED] Ancient Ring of Skills does not apply bonus to Alt. Magic.
  • [FIXED] Offline Cooking doesn't use potions correctly
  • [FIXED] Upgrade item window not showing change in Melee Attack Bonuses correctly.
  • [FIXED] Fish caught stat not counting correctly for Offline progress.
  • [FIXED] Reindeer Pet appears in Pet list even if not obtained.
  • [FIXED] Looting items manually doesn't check if your bank is full.
  • [FIXED] Duplicate Combat Loot bug should now be squashed.
  • [FIXED] Redemption Prayer does not function as intended.
  • [FIXED] Hunter's Ring passives not processing correctly.
  • [FIXED] Hardcore Character death Steam achievement is not working.
  • [FIXED] Rags to Riches II Combination Rune's Nature Rune cost is less than intended.
  • [FIXED] Greater Dragonbreath Enemy Special Attack deals twice as much damage as the description says. Now deals the correct amount of Damage according to description.
  • [FIXED] Issues with character switching during Combat.
  • [FIXED] Chance to Hit displays wrong value/Hit chance is implemented incorrectly.
  • [FIXED] Earth Adept Wizard Hat has incorrect Magic Level required on Crafting page.
  • [FIXED] Auroras don't seem to get the Skull Cape effect of Rune Preservation.
  • [FIXED] Runic Ruins Slayer Area Effect -30% Magic Evasion not applying as intended.
  • [FIXED] Unable to idle Cooking offline until you purchased the first cooking fire. You can now idle without purchasing it.
  • [FIXED] Missing Slayer Milestones for new Slayer Areas.
  • [FIXED] Aorpheat's Signet Ring provides double the listed bonus to Thieving GP.
  • [FIXED] New Bank items are not sorted correctly when using Stack GP Value options.
  • [FIXED] Invalid Javascript syntax is declaring unwanted globally scoped variables.
  • [FIXED] Some Items have duplicate properties.
  • [FIXED] Broken Milestone image for Godswords in Attack.
  • [FIXED] Ancient Wizard Set, and Water Acolyte Wizard Hat bonus does not match description.
  • [FIXED] Clue Chasers Insignia lowers the Rhaelyx pieces chance to drop.
  • [FIXED] Farming Pet increasing harvest quantity more than intended.
  • [FIXED] The Sandstorm Ring will consume arrows on each hit.
  • [FIXED] Mystic Prayers have different descriptions.
  • [FIXED] [Steam] Rich presence - Total level does not update dynamically.
  • [FIXED] Offline Mastery XP for Crafting Skills producing more Mastery XP than intended.
  • [FIXED] Enemy Special Attack Burning Claws now correctly attacks twice as per its description
  • [FIXED] Removed the Damage Reduction debuff from the Sealing Special Attack description.
  • [FIXED] New items added to the game are now sorted correctly.
  • [FIXED] Corrected spelling of "Drowsy Spores" special attack.
  • [FIXED] Rune counts in the "My Rune" page now update dynamically, and correctly.
  • [FIXED] Save timestamp shows in local time, and is no longer a massive string.

Dev Update - What to expect with Alpha v0.19

Hello!

Firstly, I'd just like to thank each and every single one of you for your continued support throughout the development of the game. Even though it is relatively new to Steam, I have been working on this since September 2019.

Now that Melvor Idle is my official full-time commitment, I intend to provide that same commitment back to the game as we gear up towards full release.

So, what's coming?

Alpha v0.19 is a large one, as it is introducing the first new Skill into the game since May 2020.

For those unaware, many existing skills (Melee, Ranged, Magic, Slayer) and systems (Mastery, Bank) in the game were the focus of reworks throughout the last year.

Now, with those out of the way, it was time to finally introduce the first of four planned Skills into the game - Agility

Agility is a very unique Skill, as you are tasked with constructing your very own Agility Obstacle Course that provides unique benefits, as well as debuffs, to your character to assist in other areas of the game.

There is 43 different Obstacles to choose from, but you can only have 10 active at any given time, creating an environment where you must make a strategic decision to enhance your character in the best possible way.

Agility also has a unique method of training that will require planning to execute efficiently (Or just wing it, up to you).

Alongside the new Skill, we also welcome our third and final Official Gamemode - Adventure Mode

This new Gamemode turns the game upside down, where Skills are locked behind a GP cost before you are able to use them. This GP cost increased with every purchase, forcing you to plan out your journey with care, weighing up the costs with the benefits that Skill will actually provide.

On top of this, the only Skills unlocked at the start of the game are Attack, Strength, Defence and Hitpoints.

Another unique part about Adventure Mode is that your Non-Combat Skill levels cannot go above your current Combat Level. This means you are required to level up your Combat Skills, which in turn increases your Combat Level to allow your Non-Combat Skill to increase higher in levels.

There's a few more little neat additions to Adventure Mode, but you will find out about those on release :)

Anything else?

Well, yes - Boss Pets!

If you are not on the Melvor Idle Subreddit then you may have missed these cute little critters being posted over the last 3 weeks.

Every dungeon in the game is getting their own custom Boss Pet attached, that has a chance to drop upon killing the Dungeon Boss. These Boss Pets provide a small bonus to Combat to assist in your journey.

Be sure to check out the Subreddit to see what Pets have already been posted!

Golbin Raid - Stage 2

It's been a minute, but I can happily confirm that Golbin Raid Stage 2 will be released, steamrolling through with countless additions, balances and fun little mechanics to spice up the Minigame.

The Raid Shop will be active allowing you to purchase unique upgrades to your character to help in the Raid, as well as new weapon mechanics you will come across throughout your selection processes.

I won't go into too much detail about this yet, but if you're a fun of the concept of the Golbin Raid, then you will surely enjoy this :)

Alright, so when can we expect this update?

Well... this week!

If you are not in the Melvor Idle Discord Server, I suggest you join it NOW!

I am in there every day communicating with the community and posting regular updates on the progress of the next Major Updates coming to the game. I also provide an insight into development so you know what I'm working on, and why some things may be taking longer than expected.

The Discord Server also mentions what's coming in the next Major Updates, so Alpha v0.19's features were confirmed back in early January :)

Alpha v0.19 is currently available to be played by Patreon supporters, which is a great indication that the update is very close to being released to the public!

Right now, the goal is to iron out all the reported bugs, balance new content and ensure the update is going to be fantastic for everyone!

Conclusion

Thank you so much for your support over the last year. This journey has been incredible, and in all honesty we're only just getting started!

Thank you for your patience with this next Major Update. I decided to add a lot of content into it to make up for the wait.

Be sure to follow the Development Roadmap to see what's yet to come to the game! There's a lot more Skills, Endgame Content, storylines and reworks on the way. It's exciting times!

As usual, I'll be in the Discord server if you're up for a chat :)

- Malcs