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Melvor Idle News

Game Update - v1.3 ?11416

[En Only] = English only until translated.
[ItA] = Into the Abyss only

[h2]New[/h2]
  • [ItA] Added option to purchase 5 new Bank Tabs in the Shop for AP (Cost increases each purchase, starting at 10K AP).
  • Added the ability to remove compost applied to a Farming plot.


[h2]Changes & Balancing[/h2]
  • [ItA] Increased Blighted Roots Seed quantity from Thieving from 1 to 5 per drop.
  • [En Only] Slightly adjusted how bonus relating to Mining are worded when referring to a certain category of Mining nodes


[h2]Fixed[/h2]
  • Fix issue where Epic games client wasn’t loading ItA if not using a Cloud account
  • Fix issue where Android purchase popup was not activating.
  • Fix issue with Golbin Raid causing a missing equipment set for very old saves
  • [ItA] Fix missing Abyssal level requirements to Summoning Abyssal Mark Menu
  • Fix Fox + Ent synergy not consuming tablets when making Fox tablets
  • Fix positioning of Combat minibar HP text when toggling equip sets off
  • Fix scenarios where Agility would crash due to progress bar rendering
  • Fix item charge display tooltips not allowing HTML content
  • [ItA] Fix missing Shadowpearl ingredient for Shadowpearl Ring.
  • [ItA] Fix Runecrafting Pouch is not consumed when crafting Abyss Runes
  • Fix Corruption icon displaying in Combat when not owning ItA
  • [ItA] Fix the description of Abyss Spells mentioning they buff the enemy, when they actually debuff them.
  • Fix Bank Tabs not sticking to the top on mobile only.
  • Fix Mobile UI jumping around when Mastery XP changes due to sizing issues of the XP breakdown.
  • [ItA] Fixed cost reduction tooltip saying it was capped at 80% “chance”

Game Update - v1.3 ?11375

[En Only] = English only until translated
[ItA] = Into the Abyss only

[h2]New[/h2]
  • Implemented a more prominent popup for when you attempt to fight in an area with the wrong damage type. The popup will let you know what Damage Type you need.
  • Skill XP and Abyssal XP is now highlighted & colour coded in descriptions to assist with distinguishing between them.
  • [ItA] Added Skill Tree Points available to spend in Skill Tree dropdown menu
  • [ItA] [En Only] Added information to Skill Trees to show how to gain Skill Tree Points
  • [ItA] [En Only] Added more info about Corruption to the Corruption Menu.
  • [ItA] Corruption Menu item in Combat will now glow slightly until you click it for the first time. Just making it obvious it's new. It won’t glow after the first open.

[h2]Changes & Balancing[/h2]
  • [ItA] Removed regular Skill XP bonus from Lost Ring of the Abyss to avoid confusion.

[h2]Fixed[/h2]
  • Fix incorrect XP text in Mastery Checkpoint popup
  • Fix cartography not showing interval/xp modifier sources
  • Fix Slayer Blinding Scroll decreasing evasion instead of accuracy
  • Fix Currency notifications not showing when gaining 2 different currencies at the same time
  • Fix gap in shop sticky header
  • Fix Impending Darkness Event passives showing in enemy menu
  • Fix incorrect base primary product quantity modifiers
  • Fix being able to unequip weapons that would result in the wrong damage type
  • Fix issues with regular Summoning Skill XP not calculating as intended.
  • [ItA] Fix incorrect Item Stats on some items and amulets.
  • [ItA] Fix Harvesting 95% mastery pool checkpoint
  • [ItA] Fix Final Summoning Skill Tree node
  • [ItA] Fix Enhanced Township Rune Essence Scroll
  • [ItA] Fixed issue where skill tree points are not given in adventure mode sometimes and retroactively reward missing skill points when loading saves
  • [ItA] Fix Abyss Depths not rendering completion count correctly

Game Update - v1.3 ?11262

Note: Some of these fixes were already hotfixed in the last 26 hours - This is just a breakdown + more patch notes as of the above version number.

[h2]Changes[/h2]
  • Swapped position of the new dropdown menus for save management and character selection.

[h2]Fixed[/h2]
  • Fix save decoding issue related to combo effects
  • Fix Stronghold notification not appearing with incorrect equipment
  • Fix issue where you could not change equipment after stopping a Stronghold without first fighting something else.
  • Fix incorrect name for Normal Combat Triangle.
  • Fix shop header no longer being sticky.
  • Fix Signet half B not dropping.
  • Fix mis-alignment for health bars in combat for iPad mobile resolutions
  • Fix hammer icon always showing in TS for Grasslands
  • Fix combat minibar styling
  • Fix Astrology View All Active Modifiers button misreporting
  • Add missing Stealth source to Thieving doubling chance sources
  • Fix skill resource cap being incorrectly calculated/reported
  • Fix auto-equip food setting showing before upgrade purchased
  • Fix zero value modifiers showing up in agility passives
  • Fix township task ready icon not updating when completing/removing tasks
  • Fix Astrology + Cartography progress bar rendering when swapping tabs
  • Fix Times Fled Monster Stat not tracking
  • Fix currency formatting not showing decimals with 1M number format
  • Ban DEBUG ITEM from showing up in Golbin Raid
  • Fix missing modifiers on Firemaking Skillcapes (And Max/Comp capes)
  • Fix incorrect monkey/beaver synergy
  • Implement temp fix for incorrect completion log values for Skill Levels when TotH is not loaded.
  • Fix Monkey and Pig synergy increases crafting cost instead of decreasing it
  • Fix Spectre+Cyclops synergy value is too high
  • Fix Golbin raid crash when rendering undefined levels
  • Fix description of some modifiers
  • Fix elemental potions not working for Combination potions.
  • Fix incorrect bonus for master of nature shop purchase
  • Fix Combat GP modifiers making it possible to lose GP per attack.
  • Fix missing Dungeon Requirements.
  • Fix actions related doubling sources not showing
  • Fix missing modifier scopes causing some modifiers to not work.
  • Fix missing translations

Major Update - v1.3

The Major Update v1.3 has officially been released!

[h2]Please disable & check your mods![/h2]
It is important that you disable your mods and also check their compatibility before loading a save!

Please take a local backup of your save before attempting to load with mods.

[h2]Changelog + "Need to knows"[/h2]
We posted a news announcement yesterday regarding some important information as well as the changelog for this update.

You can view that here: https://news.melvoridle.com/upcoming-v1-3-changlog-need-to-knows/

[h2]Wishlist Melvor Idle: Into the Abyss[/h2]
https://store.steampowered.com/app/2860590/Melvor_Idle_Into_the_Abyss/

Free Content & Quality of Life updates coming in v1.3

Hello everyone!

This announcement details the free content and quality of life inclusions you'll find inside the upcoming v1.3 Major Update. These major update are usually released a few days prior to the Expansion launch.

Please note that v1.3 includes new content for the base game, so if you already have 100% completion, then you will need to reacquire it to equip the cape again.

https://store.steampowered.com/app/2860590/Melvor_Idle_Into_the_Abyss/

New Content - Strongholds

Strongholds are a new Combat challenge that provides a few twists to what you're usually used to.

Similar to Dungeons, Strongholds will task to you slay a pre-defined set of Monsters for rewards at the end.

There are 4 Strongholds being added to the Base Game (alongside the 4 others for Into the Abyss).

[h2]Mechanics[/h2]
Strongholds have the following mechanics:
  • There are 3 tiers to each Stronghold - Standard, Augmented and Superior. Each with increasing difficulty/passives and upgraded rewards.
  • Certain tiers require certain items to be equipped to enter.
  • All Monsters deal a new type of damage called Pure Damage. This means your Damage Reduction gear have no effect. This is a pure DPS combat challenge.
  • Monsters drop their regular loot inside Strongholds.
  • The Monsters contained within are ones you have already faced. No new surprises here.
  • Monsters have adjusted damage values to accomodate for the lack of Damage Reduction.


[h2]Stronghold Rewards - Enhancements[/h2]
Completing Strongholds rewards you with a new type of item called an "Enhancement". These are minor buffs that you can equip to increase the power of your character.

Enhancements may provide bonuses to Combat or Non-Combat Skills.

There are 3 types of enhancements that you can equip which are denoted by their shape, allowing you to mix and match bonuses that suit your needs.



[h2]Superior Enhancements[/h2]
The ultimate reward is what we call a "Superior Enhancement" which is obtained from the Superior Stronghold tiers. There is one Superior Enhancement per Stronghold.

Superior Enhancements can be equipped into any of the 3 enhancement Slots. The bonuses on these Enhancements combines the previous tier of enhancements into a single item, which acts as both a powerful buff as well as a Quality of Life enhancement to your character.



Quality of Life Additions

Alongside the new content, we have some nice Quality of Life additions that we are introducing.

[h2]Modifier Sources[/h2]
Remember that text - "in a future update, you will be able to see where your bonuses come from"? Well, v1.3 is that update!

The entire Modifier system for the game has been reworked from the ground up (sorry mod developers), which has allowed us to provide this kind of information to you.

At this stage, there is only a few areas of the game that show where your modifiers come from:
  • Skill XP & Mastery XP modifiers
  • Doubling & Preservation chance modifiers
  • Skill Interval modifiers
  • Thieving Stealth modifiers


This system is designed in a way where its quite easy to obtain the sources of any modifier in the game. We have plans to expand this in the future for other stats.



[h2]Agility Obstacle Search[/h2]
We've finally implemented the ability to search Agility Obstacles for specific modifiers you want enabled.

One of the most annoying aspects of Agility is attempting to figure out where modifiers are that will benefit your current goal. With this search function, it is now a lot easier to locate these obstacles.

Searching is simple - type the modifier you want (Any part of it, like the Skill name), and Agility will highlight where all the positive modifiers are located.

As long as the modifier contains the word you are searching for, then it will show you where it is.



[h2]Offline Progress[/h2]
You will now see a progress bar, alongside how much more progress is left to calculate.

This should help in situations where you believe the game may be doing nothing, but its actually still calculating your progress.



[h2]View Monster List[/h2]
You can now view the Monster List for all Dungeons & Strongholds in-game via the new "Area Info" dropdown menu.

This list will display the Monsters in order, and the number of times you will face them. If you have not defeated the Monster yet, it will show as a question mark.

Clicking the name of the Monster will also show their stats.



[h2]Combat Area Information[/h2]
We've also added some more information to all types Combat Areas that you might appreciate. You can now see:
  • Whether it contains a Pet, and if you've found it yet
  • The number of times you have completed it (Dungeons & Strongholds only)
  • The Combat Triangle - Viewed as a table in game that automatically adjusts based on your gamemode and any potential overrides the area may have.
  • View on the Wiki - Moved into this menu




[h2]Other Minor QoL[/h2]
Added more stats to the Combat stats panel



Slightly updated the Fishing UI to display the XP and Interval without needing to select the Fish



Ability to Export / Download / Create URL for saves in the top-right dropdown menu



Conclusion

We're nearing the release of Into the Abyss, so keep your eyes peeled for the upcoming v1.3 update!

- Malcs