Patch Notes

Version 0.63.2-PB - Membership Items

It's come to our attention that the use of membership scrolls has increased market activity significantly over the past few weeks. Due to their extremely low vendor value and high circulation, they are effectively being used as an alternative currency to reduce or bypass trade tax.

We haven't made any firm decisions yet, but we’re watching the situation closely and analyzing what it could mean for the economy long term. If it starts heading in a direction that feels unhealthy, we'll step in before it becomes a bigger problem.

The market tax is the primary way gold leaves the game, and if that system is weakened and left unchecked, gold can gradually inflate, pushing prices up and impacting everyone. Over time, this makes the entire economy harder for us to balance and maintain. The effects tend to build slowly, sometimes only becoming obvious years later, which is why it is important to for us step in early before the situation grows into something much more difficult to correct.

One of the options we're considering is gradually increasing the vendor sell value of membership items over time. That would naturally raise the tax impact when they're used in direct trades, which helps close the loophole without doing anything too heavy handed.

This is just a quick heads up to let you know we're aware of the trend and keeping a close eye on it. We haven’t made any firm decisions yet, but we felt it was important to flag it now so anyone involved in the market can factor this into their plans going forward.

As we've said in the past, the long term health of the game will always come first. We recognize the potential risks if this continues unchecked, and we want to make sure it doesn’t quietly grow into a larger issue over time.


Version 0.63.1-PB

  • If you need support, feel free to ask in our Discord server in the #community-help channel or over in the Tavern. For payment or account-related issues, please open a ticket through our helpdesk at https://support.galahadcreative.com
  • We've updated our Privacy Policy to clarify the external third parties that support our services, including our new Help Desk platform.

Version 0.64.0-PB (Preview)

Housing Preview

Houses and Villages

We’re excited to give you a small preview of what’s coming in the next IdleMMO update. It includes the long-awaited housing feature, along with something a bit different for us: Village Management.

You can read our lengthy preview here: https://www.galahadcreative.com/blog/idlemmo-v0-64-houses-and-villages


Version 0.63.0-PB - Guild changes and more!

Guild Changes

We’re making a small change in how we approach guilds.

When the guild system was first introduced, we intentionally put a high cost on creating and maintaining a guild. The idea was to make sure guilds only existed when they had a clear purpose and commitment behind them. Over time, it's become clear that this approach is a bit too restrictive, especially for more casual players.

Our goal now is to make guilds more welcoming and accessible, mainly by lowering the costs to create and maintain them.

These changes also take future features into account, particularly housing. While housing is still in active development and no final resource requirements have been set, we want to avoid a situation where players feel forced to choose between investing in their personal house or supporting their guild. Reducing guild costs now helps remove that pressure before it ever becomes a problem.

As a result, we're making the following changes:

  • The guild creation cost has been reduced to 50,000 gold.
  • The mark cost for creating guild components has been reduced, along with the cost to repair them.
  • Quantity requirements for all guilds have been halved.

This should make it easier to start and sustain a guild, while keeping them meaningful as the game continues to grow.

Skin Chests

We feel like the skin system has been a bit underused, especially when it comes to collecting skins through normal gameplay. While museums help track your collection, acquiring skins almost exclusively through tokens has felt too restrictive. Tokens are already used for utility rewards, such as slots and the recently added character name colouring, which makes skin collecting feel like a trade off rather than something you naturally work towards.

We love collecting systems, and we want skin collection to happen more organically through playing the game. That’s where skin chests come in.

  • We’ve added support for skin chests that drop random character and background skins. These chests will be obtainable through gameplay, starting with dungeons, and potentially expanding to other areas like World Bosses in the future. They won’t be available for direct purchase from merchants.
  • When you open a skin chest, it rolls from all skins currently available in the merchants (including both token and shard merchants). Campaign skins are excluded. If you roll a skin you already own, you’ll receive shards instead. Shard rewards scale based on quality, ranging from 50 shards for standard skins up to 2,500 shards for mythic skins. For instance, if the chest rolls a mythic skin that you have, you will receive 2,500 instead.
  • Skin chests will begin appearing in dungeons over the next few days. There will be several different chest types, each with its own drop rates.
  • For full transparency, all odds for each chest will be fully visible on the item inspection page. Some chests will have a higher chance of dropping rarer skins, including Mythics. The museum will also list if the skin is acquirable via the chest or not.
  • Skins will still remain available in merchants if you’d rather purchase a specific one directly.

To be clear, these chests can only be obtained through gameplay or by trading with other players who earned them through gameplay. They cannot be purchased directly from the game. The chests will be tradable on the market at first, but we’ll be monitoring the economy closely. If they begin to cause issues, we may make them untradable later on.

Leagues

Leagues have been updated to use a fixed party size of 4. This change addresses concerns around players being able to participate in multiple leagues at the same time.

Any new or existing leagues that are scheduled to start more than 2 days from now will be automatically updated to use the new party size of 4.

More

  • Increased username gradient edit time to 6 hours.
  • Added "Where to find?" tab for skins in the museum.
  • Fixed an issue where character health could be set to 0 when starting another action while in the middle of queued battles.
  • Fixed a bug that caused pets to be stuck in a characters showcase after being sold or traded.
  • Improved pet group UI.
  • Improved user onboarding when signing up for the first time.

Version 0.62.1-PB - Minor Improvements

  • Custom character name colours are now fully editable, with unlimited changes available for up to one hour after purchasing the slot.

Version 0.62.0-PB - Custom Name Colours

Custom Name Colours

  • Characters can now purchase a custom name colour.
  • A solid colour slot costs 400 tokens. A gradient colour slot costs 700 tokens.
  • Custom name colours are only active while an active membership is in place.
  • Colours must remain clearly readable and visible. If a colour is intentionally set to be difficult to read or invisible, the colour slot will be revoked without a refund.
  • Colours can be purchased on the character settings page.

More

  • The token conversion rate for the shrine has been increased to 900 gold per token, up from 700.
  • Fixed incorrect item effect listings on the inventory page.

Edit: This update mistakenly allowed existing username colours to be edited. This will be disabled after 5pm UTC (in around 1 hour). Please make any colour changes before this time, as editing will no longer be available afterwards.


Version 0.61.1-PB - Bug Fixes

  • Fixed an issue where the error message "Your trade partner does not have enough pet slots" was incorrectly shown when you were the one lacking pet slots. The message now correctly indicates who is missing the required slots.
  • Fixed pet trading minimum value calculations to properly account for a pet's level and evolution stage. Previously, high-level or evolved pets were valued the same as level 1 pets. The minimum trade value now scales correctly, matching how pets are priced on the Companion Exchange.

Version 0.61.0-PB - Direct Trading and Beastmaster

Pet Trading

Added the ability to trade pets directly. However, it's important to note that it comes with heavy limitations as to not undercut the companion exchange.

Each pet has a minimum value based on its species, level, and evolution stage. When you give a pet in a trade, you must make a profit of at least the pets minimum value to cover the cost of the pet that would've otherwise been sold on the Companion Exchange.

For example, if you want to trade away a pet with a minimum value of 5,000 gold:

  • You give: pet (minimum value of 5,000 gold)
  • They must offer: at least 5,000 gold worth of items or gold

Your total profit must be 5,000 gold or higher.

More

  • Added Beastmaster class. This gives the character +10% Pet Mastery EXP and +10% Pet EXP.
  • Added a button on the league view to see your parties current progress in the league.
  • Fixed an issue that displayed an incorrect error message when feeding pets with no food.