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Announcing: Cooking Rework

Introduction

The aim of this rework is to provide a large rebalance to the use of Food throughout the game, while also providing more options to the Player in what they wish to produce.

Some much requested Quality of Life features have been added, alongside a new “Passive Cooking” mechanic that should provide an extra pair of hands throughout your Melvor journey.

Cooking Furnace and Cooking Pot

Alongside the Cooking Fire, we have now introduced the Cooking Furnace and Cooking Pot.

These new Cooking Utilities (That's what I call them) unlock a wide range of new unique multi-ingredient products you can cook and use in Combat or Thieving.

They act the same way as the Cooking Fire does, while also providing their own unique bonuses within Cooking itself.

Each Cooking Utility is home to different types Food for you to Cook that can only be obtained by using the respective Fire, Furnace or Pot.

These are required to be purchased from within the Shop prior to being able to use them.

Active Cooking and Passive Cooking

A new mechanic you will notice straight away is the Active Cooking and Passive Cooking buttons implemented into the Cooking UI for each Cooking utility.

[h2]Active Cooking[/h2]
This is your standard way to Cook Food. This will provide you with Skill XP, Mastery XP, Mastery Pool XP and all relevant bonuses and items relating to the Food you are Cooking.

Only one product can be Actively Cooked at any given time.

[h2]Passive Cooking[/h2]
A brand-new way to Cook Food which will assist with your progression throughout the game.

Passive Cooking is a method of food production that can be done alongside the food you are Actively Cooking, at the same time.

Any Cooking utility that is not being used can perform Passive Cooking as long as you are Actively Cooking something on a different Cooking Utility.

For example: You can be Actively Cooking Fish on the Cooking Fire and can then start Passively Cooking Food on the Furnace and Pot at the same time.

Passively Cooked Food is added to something called a “Stockpile”. There is one Stockpile for each Cooking Utility, and this Stockpile can only house one type of Food until it is collected by you. The game will not let you Passively Cook anything if the item sitting in the Stockpile is different from the one your are attempting to produce.

Passive Cooking comes with some very important mechanics that you need to be aware of:
  • No Skill XP, Mastery XP, Mastery Pool XP or Bonuses are provided to Passively Cooked Food. This is solely a Food production mechanic.
  • It takes much longer Passively Cook a Product than it does to Actively Cook it.
  • Recipe costs are the same.
  • Passive Cooks do not count as an "action", therefore they cannot roll for Pets, Mastery Tokens, or other Global Rare Items.
  • Passive Cooking does work Offline, and your Passively Cooked Food will be stored in your Stockpile. The Offline Progress notification will tell you what has been stored in the stockpile.
  • Passive Cooking is a Food generation mechanic that is designed to be used alongside any item you are Actively Cooking.

In the event you stop Actively Cooking something, all items you are Passively Cooking will also stop. You cannot Passively Cook until you are Actively Cooking something.

Perfect Cook

Perfect Cook is a new mechanic that produces an upgraded version of the base product you are Cooking, providing extra Food Healing values as well as a much higher base Sale Price.

Each Active Cook action has a chance to provide a Perfect product. This chance can be increased using Mastery and other means. It is possible to acquire 100% Perfect Cook chance at later stages of the game.

Perfect Cook is classed as a bonus; therefore, it is not possible to produce a Perfect product using the Passive Cook mechanic.

Successful Cook and the removal of Burnt Items

One thing we discussed during the planning process was the use that burnt food provides to the game.

We were quick to decide that burnt products add literally no benefit to the game. This led to the decision that burnt products will no longer be obtainable as we transition to a Successful Cook mechanic.

Now, products that fail to cook will be yeeted into oblivion, providing nothing for your efforts to Cook something delicious.

For those concerned about a specific item that requires Burnt Cave Fish to obtain – take a look at the drop table for the Tentacle Monster in Sandy Shores when the update drops.

This also means all Burnt Food, except the Burnt Cave Fish, is no longer required for 100% item completion (They are also worth 0 GP now).

New Shop Upgrades

Along with the rework, we have two new Shop upgrades for you to purchase.

These are Quality of Life upgrades that will help streamline your progression.
  • Cooking Upgrade 1 - Automatically equip Food that is Actively Cooked if that Food is already equipped, or an empty Food slot is available. This can be toggled on or off.
  • Cooking Upgrade 2 - When running out of Food in Combat, automatically swap to a different Food Slot that contains food. This can be toggled on or off.
Food Source & Usage Rebalancing

Along with all the new content added within this rework, we need to address another part of the update.

This rework gave us the opportunity to look at the whole picture in terms of Food and how it is used throughout the game and come to a solution to balance this to our expectations of the game.

Here are the main points for the rebalance (Details below in changelog).:
  • Healing value for all Farming products have been nerfed quite a lot, in favour of using these products in Cooked Products. These Farming products are used in the items that provide the highest HP healing value other than Whales and Manta Rays.
  • The base interval for Cooking Carps, Sharks, Cave Fish, Manta Rays and Whales has been increased.
  • The base sale price for above-mentioned Fish has been increased to accommodate for the increased intervals.
  • The minimum base interval in Fishing for all Cookable Fish has been increased by 1s - 3s. Maximum base interval remains unchanged. This means on average they will take longer to catch.
  • The healing value of Fish remain unchanged.

It's all well and good to address the Food itself, but we also took the opportunity to address food usage within Combat which will also provide some interesting new mechanics throughout the Combat Areas:
  • All Monsters within the Spider Forest Dungeon now have a Special Attack which introduces the brand new Poison mechanic.
  • All Monsters within the Icy Hills Combat Area, and Frozen Cove Dungeon now have a Special Attack, introducing the brand new Frostburn ailment.
  • All Monsters within the Dragon Valley Combat Area now have a Dragonbreath Special Attack (Weaker than existing ones). This also means these Monsters that appear in the Dragon's Den also contain the new Special Attack.
  • All Monsters within the Arid Plains Slayer Area now have a Lesser Sandstorm Special Attack. The Sandbeast keeps it's existing Sandstorm Special Attack.
  • The Elementalist now has 4 different Special Attacks. All with a low chance to proc, they will either inflict Stun, Burn, Freeze or Frostburn upon you.
  • The Bandit Leader in the Bandit Camp Dungeon has a new Special Attack.
  • The Elder Dragon in the Dragon's Den also has a Special Attack now.
Conclusion

The update is not too far away!

I've got some more announcements to make over the next few days. Keep your eyes peeled!

- Malcs

Major Update - Alpha v0.21 - OFFLINE COMBAT

Introduction

This Major Update is a lot different than all previous ones released. It focuses on providing an extremely important feature to the game, as well as fixing a lot of issues that have been present.

The lack of new content or changes to explore in this update might be disappointing to some, but I hope what it does provide is the functionality and stability you have been looking for in Melvor Idle.

I also want to point out that pretty much all credit for this update must be handed over to Coolrox95. He was the one who developed the Combat Rewrite and Offline Combat portion of this update. It has allowed for easier growth and scalability within the game, and also enabled one of the most important and highly requested features of the game to become a reality.

I ask that you pass on all thanks to him for this, as this update is not mine to take any credit for.

Combat Rewrite

It was well overdue, but the complete rewrite of Combat has been done. This rewrite will allow for faster development, as well as cleaning up many inconsistencies that exists throughout the previous Combat system.

[h2]What has Changed?[/h2]
Most of the rework focused on the back-end side of things, changing the way Combat itself works and operates behind the scenes.

From a general player perspective, you won't notice much of a change at all. There are a few new QoL additions which are detailed below.

The most important change is that Combat has been transitioned to a tick-based system. What this means is that Combat performs its operations every 50ms, allowing for accurate calculations as well has increasing general performance.

[h2]New Stuff & QoL[/h2]
There's a few new features and QoL that you will enjoy:
  • All buffs and debuffs will now display as an icon next to your HP (As well as the Enemy's). They also contain a tooltip detailing their effects and a number showing how many turns are remaining on the debuff.
  • Improved Damage Splashes allow for better visualization of when players/enemies are damaged and healed, and what source the damage is from
  • Special Attack descriptions that contain buffs/debuffs will now highlight the buff/debuff in a different text colour.
  • Hot-swapping equipment is now possible, which means you can swap gear with a full bank and not have to worry about clearing a slot to unequip something if it is a direct swap.
  • Equipping a two-handed weapon, Javelins or Throwing Knives will now display that same weapon within the 2nd slot it takes up (slightly faded image).
  • There is now a Setting to disable Combat Progress bars if they are causing performance issues.
  • Due to the tick-based functionality, the new Combat system will mitigate browser throttling automatically by comparing timestamps and awarding you the correct progress if a large enough difference is detected.
  • There has also been some changes to Player Stat Calculations which will make them consistent across the board.

[h2]Changes to Player Stat Calculations[/h2]
Several formulas for player stat calculations have been tweaked slightly to make them consistent with the stat calculations of enemies, as well as correcting some inconsistencies between the different ranged, magic and melee calculations. Overall these changes have resulted in a slight buff to players in combat. Outlined below are the changes to each of the core stats.

[h3]Max Hits[/h3]
The base calculation for melee and ranged max hit has remained the same and is as follows:



Strength bonus refers to the bonus provided by equipment. Gamemode Multiplier refers to the multiplier to all HP related values for a gamemode. This is 10 for Standard and Hardcore mode, and 100 for Adventure mode. Effective Strength Level is calculated from the player’s skill levels and any hidden levels. This calculation has been changed for players to be consistent with enemies as follows:

[h4]Effective Melee Strength Level[/h4]
  • Old: (Strength Level + Hidden Strength Levels + 8)
  • New: (Strength Level + Hidden Strength Levels + 9)

[h4]Effective Ranged Strength Level[/h4]
  • Old: (Ranged Level + Hidden Ranged Levels + Style Bonus)
  • New: (Ranged Level + Hidden Ranged Levels + 9)


Note: The style bonus for the Accurate style has been changed to just provide +3 Hidden Ranged Levels. Overall this change increases the Effective Ranged Strength level by +9.

[h3]Magic Max Hits[/h3]
The base calculation for magic max hit has remained the same for players:



Magic Damage Bonus is the percent bonus provided by equipment.

Enemies have been changed to use the same formula as players, and have had their spell selection and magic damage bonuses adjusted to produce similar max hits as before, resulting in slightly lower values overall.

[h3]Evasion Ratings[/h3]
The base calculation for evasion ratings is as follows:



[h4]Melee Evasion[/h4]
The effective defence level calculation has been changed to be consistent with Ranged and Magic Evasion.
  • Old: (Defence Level + Hidden Defence Levels + 8)
  • New: (Defence Level + Hidden Defence Levels + 9)

[h4]Ranged Evasion[/h4]
The effective defence level calculation has remained the same as:
  • Effective Defence Level: (Defence Level + Hidden Defence Levels + 9)

[h4]Magic Evasion[/h4]
The effective defense level calculation has remained the same as:
  • Effective Defence Level: (0.7
  • (Magic Level + Hidden Magic Levels) + 0.3
  • (Defence Level+Hidden Defence Levels) + 9)


[h3]Accuracy Ratings[/h3]
The base calculation for accuracy rating is as follows:



The attack bonus is the bonus provided by equipment.

[h4]Melee Accuracy[/h4]
The effective attack level calculation has been changed:
  • Old: (Attack Level + Hidden Attack Levels + 8)
  • New: (Attack Level + Hidden Attack Levels + 9)

[h4]Ranged Accuracy[/h4]
The effective attack level calculation has been changed:
  • Old: (Ranged Level + Hidden Ranged Levels + 8 + Style Bonus)
  • New: (Ranged Level + Hidden Ranged Levels + 9)


Note: The style bonus for the Accurate style has been changed to just provide +3 Hidden Ranged Levels. Overall this change increases the Effective Attack Level by +1.

[h4]Magic Accuracy[/h4]
The effective attack level calculation has been changed:
  • Old: (Magic Level + Hidden Magic Levels + 8)
  • New: (Magic Level + Hidden Magic Levels + 9)


[h3]Summoning Max Hit[/h3]
Summoning max hit has been changed to combine the values of both Summons. Previously it was the largest value of both Summons.

[h2]The structure of all items, special attacks, Monsters etc have changed, so this means a lot of scripts and extensions that interact with Combat will no longer work. Please be cautious of this.[/h2]

Offline Combat

Along with the rewrite, Offline Combat has also been added.

Offline Combat follows the same rules and functionality of all other Skills in the game. There is a 12 hour Offline cap, and you will be provided with your experience and items upon returning to the game.

The benefit of a tick-based system really shows here, allowing for players to log back into the game at the exact moment they would be if they were training Online.

Here is a breakdown of general Offline Combat features:
  • Offline Combat is calculated exactly as it would be if you were training Offline.
  • Returning from an Offline Session will continue exactly where you would be if you were training Online. This includes the progress of a Dungeon, the HP of you or the Monster, and also how far into an Attack you are.
  • All dynamic modifiers to players and enemies are taken into account while Offline, including temporary modifiers from special attacks.
  • All Combat content can be completed Offline, with the exception of Into the Mist where you will return to the game at the start of the first boss fight (Due to the Dungeon Pause mechanic)
  • Auto slayer works Offline, and follows the same rules as Online does when selecting a new Monster to fight.
  • Amulet of Looting works Offline and will collect all Loot, as long as you have the available Bank space. Training without this Amulet will cause your loot to fill up the loot container (Max 16 slots)
  • Bone Amulet works Offline and will bury all Bones that are dropped automatically.
  • All Combat Summoning Familiars and their respective Synergies work Offline.
  • Offline Progress popup will display relevant XP gained, Monsters killed, food consumed, Prayer Points Used, Runes & Arrow consumption, Slayer Coins earned, Summoning Tablet usage, number of Slayer Tasks completed.
  • Yes, it is possible to die Offline (More details about this below)

[h2]Dying Offline[/h2]
As mentioned above, it is possible to die while Offline in Combat.

Dying while Offline will result in the same consequences as dying Online. This means losing an Item for Standard/Adventure Characters and losing your Character entirely for Hardcore Characters.

If you die Offline, Combat will not progress. There is also no way of the game notifying you that you died while away due to the nature of the game.

To help mitigate the risk of accidental deaths, these have been added to the game:

  • Offline Combat is disabled by default, and must be enabled by the Player.
  • Attempting to enable Offline Combat will display a large warning screen, where a Player must agree to the listed points before being able to turn it on.
  • Offline Combat can be disabled at any time. Re-enabling will require the same points as above to be agreed upon again
  • You can now view the stats and special attacks of Monsters you have killed from the Monster log. Soon you will be able to view the stats of Monsters you have seen. This will be introduced during the Test.


[h2]Offline Combat is DISABLED by default for all Characters. You will be required to enable it for each Character if you wish to use it (You won't miss the notification in game). This can be enabled/disabled as you please from the Settings page.[/h2]

Changelog
Details everything that has changed

[NEW] Combat has been completely rewritten from the ground-up, transitioning to a tick-based system in the process.
[NEW] Offline Combat has been introduced, allowing for all Combat content to be completed Offline in the exact same manner as it would be done Online.
[NEW] Offline Combat can be enabled/disabled, which comes with a warning popup that must be agreed to every time you wish to enable Offline Combat.
[NEW] Returning to the game during an Offline Combat session will continue exactly where it would be if you were training Online.
[NEW] Combat now performs all required calculations every 50ms instead of set intervals, allowing for more accurate gameplay as well as increased performance.
[NEW] Added icons for Buffs and Debuffs to the game that display next to HP values within Combat. These icons contain a Tooltip detailing their effects as well as a number showing how many turns are remaining until it disappears.
[NEW] Improved Damage Splashes allow for better visualization of when players/enemies are damaged and healed, and what source the damage is from
[NEW] Hot-swapping equipment is now possible, which means you can swap gear with a full bank and not have to worry about clearing a slot to unequip something if it is a direct swap.
[NEW] Special Attack descriptions that contain buffs/debuffs will now highlight the buff/debuff in a different text colour.
[NEW] Equipping a two-handed weapon, Javelins or Throwing Knives will now display that same weapon within the 2nd slot it takes up (slightly faded image).
[NEW] New Setting has been added to disable Combat Progress Bars
[NEW] New Setting has been added to disable Combat Damage Splashes
[NEW] New Setting has been added to disable Preservation notifications.
[NEW] A button has been added to the Marks Page within Summoning, allowing you to jump to the Create Familiar screen relating to that Mark.
[NEW] Quick buying of items from the Shop has been added. Items within Crafting related Skills that contain a small Shop icon in the top left corner can be clicked to quickly buy more of that item via a small popup window. This functionality has also been added to Compost and Gloop within the Farming Page.
[NEW] You can now see which Agility Obstacle is currently built within the "Build Agility Obstacle" window.
[NEW] A small tick now displays on the Skilling Minibar to represent if that particular item is currently equipped in your active Equipment Set.
[NEW] The Max Skillcape will now display on the Skilling Minibar, alongside the button for the Skill's respective Skillcape. This will only display once you have purchased at least 1 Max Skillcape.
[NEW] Added a "View Monster Stats" window to the game, allowing you to view the stats and Special Attacks/Passive of Monsters you have killed. This can be accessed by clicking the Monster's image in the Monster Log.
[NEW] Search Summoning Synergies page now contains an icon of the Skill relating to the Familiar in the top left corner.
[NEW] The new Combat system will now attempt to mitigate browser throttling automatically by comparing timestamps and awarding you the correct progress if a large enough time difference is detected.
[NEW] A large popup will now display if your Force Save to the Cloud does not succeed for whatever reason.
[NEW] There is also a nice new notification confirming if the Cloud Save was successful.
[NEW] The confirmation popup when attempting to load a Save while connected to the Cloud will now also display the save's timestamp.

[CHANGE] Player Stats such as Max Hit, Evasion Rating and Accuracy Ratings have been adjusted as per the above breakdown.
[CHANGE] Increased the amount of Bank Slots a Hardcore Character can buy to 78, up from 68.
[CHANGE] All images for Items have been converted to PNG format (They were previously SVG). This should drastically increase performance throughout the bank, specifically with banks that contain over 100 items.
[CHANGE] "Attack Speed" is now known as "Attack Interval" throughout the entire game to allow for clear descriptions of Modifiers.
[CHANGE] Ku-Tul now has a Max Hit for Normal Attacks of 765, up from 10.
[CHANGE] Reduced Glacia's Magic Damage Bonus to 8, down from 17. This is due to the above stat changes to ensure her Max Hit does not increase above her intended Max.
[CHANGE] Reduced Malcs, the Leader of the Dragons' Strength Level to 669, down from 700. Due to the above stat calcuation changes, his Max Hit has increased by 1.
[CHANGE] Buff - Burn DOT Effect - Now deals damage equal to 15% of Current HP over 2.5s (Up from 15% Current HP over 5s). "Current HP" refers to the HP of the Player/Enemy the Burn effect is applied to.
[CHANGE] Buff - Pig + Ent Synergy - +15% chance to receive +1 Cooked Food in Cooking. Cannot be doubled (Up from 1%).
[CHANGE] Buff - Wolf + Unicorn Synergy - +50% Lifesteal from Bleed damage (Up from 1%)
[CHANGE] Buff - Ent + Monkey Synergy - In Woodcutting, +30% chance for a random Silver or Gold Jewelry to drop instead of a Bird Nest (Up from 1%).
[CHANGE] Buff - Mole + Leprechaun Synergy - When successfully pickpocketing the Miner in Thieving, +20% chance to get a random Gem (Up from 10%).
[CHANGE] Buff - Pig + Leprechaun Synergy - The Chef in Thieving now deals no damage to you. Now also Grants +1 Base Items from the Chef. >
[CHANGE] Cloudburst Staff - New Special Attack Name & Description (Still works the same, no mechanical changes) - Magic Ray (100%) Converts your selected Standard Magic Spell into a Magic Ray, dealing 40% of your normal damage damage 10 times over 2. On a hit, gives the enemy +15% Attack Speed for 2 of the enemy's turns. Consumes Runes per hit.
[CHANGE] Sandstorm Ring - Special Attack is now Melee Only and cannot be used if you are using a Ranged or Magic Attack Type. It will not display in the Special Attack list if it cannot be used.
[CHANGE] Sandstorm Ring - Now requires Level 50 Attack to equip.
[CHANGE] Sandstorm Ring - Special Attack chance is now 15%, down from 20%.
[CHANGE] Sandstorm Ring - Damage dealt is now 1% - 15% of Current Player HP, down from 5 - 15%
[CHANGE] Sand Beast's Sandstorm Special Attack - Damage dealt is now 1% - 15% of Current Enemy HP, down from 5 - 15%
[CHANGE] Combat Progress bars will now utilise the GPU to render.
[CHANGE] The format in which Local Saves are stored has changed. Local Saves now only store the compressed string into Local Storage. It no longer stores each individual save item. Old save formats are automatically converted to the new format upon loading. Old saves are still compatible with this version.

[FIXED] "Most Recent Save" banner on the character selection screen now displays accurately (This was hotfixed roughly 6 weeks ago).
[FIXED] Smithing gloves now correctly provides +50% Smithing Skill XP (Additive)
[FIXED] Merged Coal Ore drops from Mining Cape and general Mining on the Welcome Back screen
[FIXED] Offline Progress spinner on the Welcome Back popup no longer causes a scroll bar to appear and disappear rapidly
[FIXED] Inconsistencies with mouse icon on horizontal menu items in crafting related skills has been fixed.
[FIXED] Issues loading into the game from Offline Progress that cause errors have mostly been rectified.
[FIXED] Activating Offline Thieving by switching tab or minimizing the game would not always activate the Offline session, causing 0 XP to be gained upon returning
[FIXED] Skilled Fletching Potion III was providing 10% bonus instead of the intended 15% bonus
[FIXED] Burning status icon in Combat is displayed on Player permanently, without taking burn damage
[FIXED] Ranged Strength was calculated twice if Throwing Knives/Javelins were equipped (Visual only).
[FIXED] No comma notation on Runecrafting Screen for currently selected item.
[FIXED] Rare issues of Auto Eat using more food than intended should be fixed.
[FIXED] Priest Hat increased Prayer Costs by 1, instead of reducing it as intended.
[FIXED] Offline Woodcutting was not providing double log bonuses.
[FIXED] Max Skillcape and Cape of Completion were providing a larger HP regen bonus than intended.
[FIXED] Summoning was not applying the cost reduction bonus obtained at Level 99 Mastery
[FIXED] Slayer Platebody (Elite) was providing +15% Slayer XP Bonus instead of the intended +30%.
[FIXED] Double clicking loot will give both the clicked loot and the loot to the right without removing the right side loot allowing infinite duplication.
[FIXED] Issue that caused the "Sell x" textbox in the Bank to lag considerably during long play sessions when changing the value has been recitified.
[FIXED] Performance around equipping and unequipping items have been greatly improved.
[FIXED] Tooltips within the Bank no longer have a slight delay when displaying due to high item counts.
[FIXED] Very rare occurance of dying twice within the Fire God Dungeon has been fixed.
[FIXED] Memory Leak issues should be mostly eliminated for Steam users.
[FIXED] Slayer 'Cancel' New Task selection button disappaering when Monster respawns.
[FIXED] Slayer Sidebar Menu item not being highlighted while training but Thieving is.
[FIXED] Rare occurance of dungeons icons not working while fighting the second+ Monster.
[FIXED] Dropped Loot tooltips not showing item descriptions, special attacks or healing value
[FIXED] When you equip/bury something from the bank or change attack style the Hitpoints label is unhighlighted until the next new monster is refreshed to fight.
[FIXED] Runic Ruins Magic Evasion debuff being applied incorrectly while using Magic
[FIXED] Rare occurance of super fast attack speed within the Golbin Raid should be rectified.
[FIXED] Combat Skill Progress Bars should be fixed and no longer show incorrect progress.
[FIXED] Golbin Raid should now correctly set your character unlocks back to the intended values when leaving or dying within the Raid. This includes Prayers and Magic Spells.
[FIXED] Activating Prayers now correctly changes the text of Prayer in the Sidebar green
[FIXED] Special Attacks persisting after weapon swapping in Golbin Raid should be fixed.
[FIXED] Rare occurance of fluctuating damage values for the Tidal Edge should be recitified.
[FIXED] Lack of description on Summoning Attack Bar tooltip within Combat is now fixed.
[FIXED] Summon attacks that miss in Combat now correctly display a Miss indicator.
[FIXED] Finding the Red Herring within the Golbin Raid will no longer break everything.
[FIXED] CPU usage due to progress bars within Combat should now use much less CPU.
[FIXED] Issue with Crafting unintentionally using Combat Doubling Chance has been fixed.
[FIXED] Ancient Magicks tooltip displaying how many clears are remaining should no longer go into negatives.
[FIXED] Mud Runes are now inside the Combination Runes array.
[FIXED] Ent + Monkey Synergy only used charges on birds nest drop (Online only)
[FIXED] Ent + Bear Synergy used charges when the potion was inactive (Both Online & Offline)
[FIXED] Octopus + Bear Synergy used charges when the potion was inactive (Online only)
[FIXED] Octopus + Bear Synergy was not using charges offline
[FIXED] Devil + Bear Synergy used charges when the potion was inactive (Both Online & Offline)
[FIXED] Pig + Bear Synergy used charges when the potion was inactive (Both Online & Offline)
[FIXED] Pig + Devil Synergy didn't use charges in Cooking (Online only)
[FIXED] Mole + Octopus Synergy only used charges on gem drop (Both Online & Offline)
[FIXED] Mole + Salamander Synergy used charges even when Mining Ores with no smeltable output (Both Online & Offline)
[FIXED] Mole + Bear Synergy used charges when the potion was inactive (Both Online & Offline)
[FIXED] Salamander + Ent Synergy charges used the incorrect interval resulting in inaccurate Summoning XP provided (Offline only)
[FIXED] Salamander + Octopus Synergy used the incorrect interval resulting in inaccurate Summoning XP provided (Both Online & Offline)
[FIXED] Salamander + Pig Synergy is used charges at the start of the interval
[FIXED] Salamander + Pig Synergy was not consuming charges as intended (Offline only)
[FIXED] Salamander + Crow Synergy used the incorrect interval resulting in inaccurate Summoning XP provided (Offline only)
[FIXED] Salamander + Bear Synergy used charges when smithing Gold Bars even though it didn't use the potion (Both Online & Offline)
[FIXED] Salamander + Bear Synergy used the incorrect interval resulting in inaccurate Summoning XP provided (Offline only)
[FIXED] Salamander + Devil Synergy used charges when Smithing items without Coal requirements (Both Online & Offline)
[FIXED] Leprechaun + Octopus Synergy actually halved the interval, instead of doubling it for Fisherman in Theiving lol.
[FIXED] Leprechaun + Pig Synergy only used charges when you failed the pickpocket (Online only)
[FIXED] Leprechaun + Devil Synergy incorrectly rolling the RNG value, resulting in inaccurate bonuses provided (Online only)
[FIXED] Monkey + Pig Synergy didn't use charges (Offline only)
[FIXED] Monkey + Pig Synergy didn't use charges when preserving resources (Both Online & Offline)
[FIXED] Monkey + Bear Synergy used charges when the potion was inactive (Both Online & Offline)
[FIXED] Crow + Salamander Synergy used the incorrect interval resulting in inaccurate Summoning XP provided (Offline only)
[FIXED] Crow + Bear Synergy used charges when the potion was inactive (Both Online & Offline)

I hope you enjoy the update! Time to start work on the next Major Update :)

- Malcs

Steam Client Update for Windows [v1.0.1]

Hey everyone!

Today I bring a small Steam Client Update for Windows Only.

This update is aimed to eliminate the possibility that the existing Client is causing memory leaks issues and other reported issues.

I cannot guarantee this will actually fix memory leaks. This update is purely mean't to eliminate a possible source, which will then allow me to look elsewhere if memory leaks continue.

[h3]Important: Please ensure you "Verify Integrity of Game Files" so Steam will download all updated files. Not doing this will potentially result in the game not loading when selecting a character.[/h3]

If you are having troubles updating due to an apparent "locked file", please open Task Manager and end the process called "nwjs". You can then proceed with the update.

Changelog for tech-savy people:
  • Steam Client Updated v1.0.0 => v1.0.1
  • Updated NWJS v0.49.2 => v0.54.0
  • Updated Node.js v15.0.1 => v16.1.0
  • Updated Steam API v1.49? => v1.51
  • Minor optimizations at the Client level to hopefully fix crashes and memory leaks.


If you are still facing issues of memory leaks, please be sure to post your findings/observations in the dedicated discussion thread so we can pinpoint the source of the issue: https://steamcommunity.com/app/1267910/discussions/0/5691968038977208350/

- Malcs

Announcing: Offline Combat and Combat Rewrite

Hello everyone!

Today I come bearing news that everyone has been waiting for, and has been asking for on a consistent basis.

Since Combat was introduced in Alpha v0.05, all subsequent Major Updates simply added on to an already faulty system. Combat became messy, unreliable, unstable and lacked performance and functionality everyone was hoping for.

Although the fundamentals of Combat are great, it was not at all scalable, and it also raised massive issues when it was eventually time to work on Offline Combat.

With the above information to digest, and looking at the plans moving forward with Melvor Idle, I knew what had to be done.

Combat Rewrite


In order to implement Offline Combat, it was very clear that the entire Combat System needed to be rewritten to achieve such a task. The existing Combat System was just not built to handle Offline calculations, and if I were to attempt to use the existing functionality, then... you could probably guess how that would turn out.

It was time to completely rewrite Combat.

Don't worry about this too much though. The goal of the rewrite is to keep everything the same as it is now (or as close as possible), but it will use completely different methods of handling this behind the scenes. This is not some Runescape "Evolution of Combat" update, it's just rewriting an existing system.

[h2]How will the new Combat System work?[/h2]

Here's a small technical write-up of how the new Combat system will work.

Combat Rewrite Technical Details:
  • Rewritten using typescript and object oriented programming, now with 90% less `isGolbinRaid`
  • Transitioned to a tick-based system - running a combat tick every 50ms
  • Uses a single `setInterval` instead of multiple `setTimeouts` to prevent race condition bugs.
  • Timestamps are taken each time the interval runs to avoid browser throttling issues, multiple ticks will be run if the difference in timestamps is large enough
  • Rendering is decoupled from the combat logic to allow multiple ticks to run, followed by a render, to prevent inefficiency from redrawing too many times
  • Several refactors to underlying game data objects to improve consistency and type safety
Some New Features:
  • Buffs and debuffs applied to the player/enemy display icons, with tooltips detailing their effects
  • Improved Damage Splashes allow for better visualization of when players/enemies are damaged and healed, and what source the damage is from
  • Offline combat, which has full parity with online combat as it uses the same codebase


Offline Combat


Yes, it's finally arriving. Along with the above rewrite, Offline Combat will also be included. It will work the same as if you were fighting Enemies online, and will be capped at 12 hours per offline session like all the other Skills.

There isn't really much to say about this. It's just Combat without needing to be online.

[h2]How will Deaths work Offline?[/h2]

This is something that is still being decided on. And will be tested and changed many times before Public release.

The current discussions around this is that yes, you will be able to die Offline. However, there will be ways for you to either save yourself, or know if this is a possibility of occurring. This is a delicate task to undertake, especially with Hardcore characters. But you will know in advance how this is going to work, and what has changed alongside it to accommodate.

When will this be released?


The above is confirmed to be included in the next Major Update, Alpha v0.21. Release ETA unconfirmed.

This Major Update will arrive a lot faster than you expect, as the Combat Rewrite and Offline Combat is actually almost ready for testing.

[h2]How were you able to rewrite Combat so fast?[/h2]

Two reasons:
  1. This development has been taking place behind the scenes for the last 2 or so months, during the development of Alpha v0.20.
  2. I'm not actually the one developing it.

It was clear to me that the time it would take to perform such a task would be drastic, and it would push a lot of the scheduled releases back by months.

Knowing this, I approached a long term member of the community to see if they would be willing to assist with this task, and they happily agreed.

For those who may or may not know them - Coolrox95 is taking care of the Combat Rewrite and Offline Combat. Apart from being an actual rock with cool sunglasses IRL, he is also the developer of the original Combat Simulator (Not the reloaded version), one of the original members who took care of the Wiki and populated it will the original data and building its foundation, and also helped out in many other areas of bug fixes (And helped with reducing file size of Cloud Saves).

It's the first time I've ever approached someone else to take care of an area of development for me, but it was the right thing to do seeing how much the game has grown over the last year and a half.

What else is coming in Alpha v0.21?


Apart from the above, there is definitely more coming to the next Major Update.

There's a Skill rework on the way, and depending on time-frames I may be able to knock off another Major addition. I'm also working on a new Steam Client that I would love to get released soon, and am currently looking at performance improvements and QoL for the game.

I'll keep you all updated with what else is coming to the game once development progresses. I'm definitely looking forward to this update, and I'm sure you all are as well.

Speak soon!

- Malcs

Melvor Idle is probably one of the best idle games around

Ever played an idle / clicker game? They've been popular in the past, especially in the earlier days of web gaming and Melvor Idle is probably one of the best.

Read the full article here: https://www.gamingonlinux.com/2021/06/melvor-idle-is-probably-one-of-the-best-idle-games-around