Patch Notes

Version 0.84 Preview

The next IdleMMO update is coming later this month, and we’ve crammed quite a lot into this one. It contains a little bit of everything, from smaller quality-of-life improvements and changes to existing systems, to a brand-new tutorial and plenty more.

The update was originally supposed to release today, but we’ve run into some time constraints and we’re not quite 100% happy with where it is yet. Rather than rush it out, we’d prefer to leave it in the oven for a little longer and give it the extra polish it needs.

Check out the preview here: https://www.galahadcreative.com/blog/idlemmo-v0-84-ui-improvements-forge-lessons-quality-of-life-and-much-more/


Version 0.83.4-PB - Upcoming Update

We are currently running an alpha test of the upcoming 0.84.0 update with a selected group of players. We want to keep the test fair, so we are being careful about how much information about new features is shared ahead of time.

While the alpha is running, we will keep the wiki roughly in line with what alpha players can access. We are generally more cautious for systems that may affect the market or competitive side of the game. Right now, that includes item loaning and the updated Forge system, as both can affect how items and materials are used. More areas will be added to the alpha, and subsequently the wiki, as testing progresses.

Alongside this, we've updated the wiki's home page to highlight recently updated pages, making it easier to find anything new or changed. We have been making improvements to wiki overall, including expanding and enriching the information available across it.

Alpha players are free to talk about the test. We have only asked them to hold off on screenshots and recordings for now, as the design is still being worked on. Nothing in the alpha is confidential.

Any numbers shown on the wiki either come from the alpha or are placeholders, and all of them are subject to change. During testing, values will either match the wiki or be significantly boosted to help testers progress faster. A disclaimer at the top of each relevant wiki page will give more context on how accurate the information currently is. The alpha as a whole is unfinished, and anything may change before release.

This is a large update, so we are testing it in phases and introducing new content to the alpha test in waves. We may open the alpha to more players, although our alpha server has limited capacity, so we cannot promise this. If you want to stay up to date, keep an eye on our Discord.

The update changes a little bit of everything, including QoL improvements, new classes, new features, a large UI overhaul to make the game feel more like a game and less like a collection of menus, a brand-new tutorial, and more. We want to get it right, so we are taking our time with it.

Our target is still to release the update on Monday, 5th October. Given the size of the update, the upcoming campaign, and other internal projects and deadlines competing for the team's capacity, there is a chance we may not hit that date.

If we do miss the 5th, the release will likely move to late October. We're working hard to get everything ready for Monday and will keep you updated if anything changes.


Version 0.83.3-PB - Improvements

  • Auction reserve prices can now be set up to 5% below the cheapest current market listing for the same item and tier. For example, if the cheapest listing is 1,000,000 gold, the maximum reserve is 950,000 gold.
  • Improved accuracy of estimated market pricing.
  • Added the ability to report inaccurate market pricing.
  • Auction reserved prices are now visible by default. When creating an auction, the seller can opt to hide it themselves if they don't wish for it to be known. All existing auctions will remain hidden. If the seller of an existing auction wishes to make the reserve price known, they can list it in the comments.
  • Fixed an issue where the Getting Started checklist was incorrectly displayed for alternative characters.
  • World boss time overlap reduced from 12 hours to 3 hours

Version 0.83.2-PB - Tavern Improvements

  • Added filters and ordering to tavern auctions and giveaways.

Version 0.83.1-PB - Tavern Improvements

  • Tavern auctions now have anti-sniping protection. Any bid in the last 30 minutes resets the timer to 30 minutes.
  • Added ability to create 1 day giveaways.
  • Fix giveaways limit being incorrectly set to 200k (set to 50k now)
  • New bids below an auction’s reserve price will now have their gold and items refunded immediately. Gold and items from existing bids (before this update) will remain held until they are outbid, or until the auction ends without meeting the reserve price.

Version 0.83.0-PB - Auctions, Giveaways, Teleportation Costs + More

Auctions

  • You can now auction off high value items within the tavern directly in the game.
  • When starting an auction, the item is removed from your inventory and will automatically go to the winning player.
  • An auction can last between 3 and 14 days.
  • Sellers can choose to accept only gold, or also items as part of their payment.
  • The seller can choose which items they wish to accept as part of their payment (a max of 5 different items). Only items that are plentiful in the market can be used to prevent it from becoming a de facto trade system.
  • The value of the items is based off the approximate market value.
  • The tax is based on the overall market value of the bid, not the vendor value of the items.
  • Tax is set to 12% for free players, 8% for members.
  • The tax is only paid by the seller.
  • If only items are sent, then the tax must be paid when the seller claims the items.
  • Only items that are worth more than 50,000 in est. market value can be auctioned off.
  • Items can be sold for more via an auction than via the market.
  • Accounts flagged as high risk can not yet participate in auctions.

Giveaways

  • You can now giveaway items on the tavern.
  • Just select an item, select the length, and the game will handle the rest.
  • Any character in the game can enter the giveaway.

These two systems lay out the groundwork for further extension such as support for pets and guidance scrolls.

Market

We're aware that the recent trading changes have introduced some pain points for legitimate activities such as forging services, guild transfers, loans, and similar transactions. These are already on our radar, and we'll be introducing solutions for them in due time as the system continues to be refined. The risk system is still extremely new, so we'd ask for a little patience while we monitor how it behaves and make adjustments where needed.

We've also made further adjustments to further reduce its impact on smaller trades.

Teleportation Costs

When we introduced Slayer, we didn’t make our usual adjustment to teleportation costs to account for an additional skill. We planned to address that in this update, but decided to take a closer look at the system as a whole.

We know teleportation costs have been a recurring frustration. Some players even avoid levelling certain skills because doing so makes every teleport more expensive. That’s not a particularly satisfying decision to make in a game built around progressing your character.

The reasoning behind the original system was fairly straightforward. Generally, a higher total level means access to better ways of earning gold, so teleportation costs increase alongside it. As a rough assumption, that makes sense. In practice, though, it gets messy. Someone specialising in one profitable skill can earn plenty of gold while keeping their total level relatively low. Meanwhile, someone exploring several skills pays more, even if those extra levels haven’t meaningfully improved their income.

_ _ Before (Bluebell Hollow → Crystal Caverns) TL 100 — 162 Gold TL 200 — 219 Gold TL 500 — 584 Gold TL 800 — 1,222 Gold TL 1,000 — 1,792 Gold TL 1,200 — 2,476 Gold TL 1,500 — 3,708 Gold TL 1,800 — 5,184 Gold

After (Bluebell Hollow → Crystal Caverns) TL 100 — 50 Gold TL 200 — 50 Gold TL 500 — 414 Gold TL 800 — 1,052 Gold TL 1,000 — 1,492 Gold TL 1,200 — 1,785 Gold TL 1,500 — 1,950 Gold (1,758 gold reduction) TL 1,800 — 1,950 Gold (3,234 gold reduction)

Teleportation costs still only use the skills that contribute to the economy. Skills like Guild Mastery, and seasonal skills are still exempt.

Costs can still rise between the beginner range and the cap, but they won’t keep accelerating. Once you reach that cap, you can level Slayer, or anything else, without making the same journey more expensive.

Ultimately, teleportation is still a useful gold sink, but we don’t really feel like it justifies making every extra skill level more expensive anymore. There are quite a few more ways gold leaves the economy these days, with things like Slayer contracts being one example, so we’re comfortable easing up on it a bit. We’ll keep an eye on how it affects things, but we think this is a nicer balance between keeping the economy healthy and actually making skill levels feel rewarding.

More

  • Completing a bot verification screen will now automatically start your action upon completion so you don't have to do it again.
  • Verification screen immediately appears without having to press on the pop-up, making it much easier to see.
  • Ranking up an enemy now also offers a % hunting efficiency boost from 0% to 10% for that specific enemy. This effect will be applied to your character anytime you are awarded with rank points.

Version 0.82.03-PB - Market Changes

Over the coming days, we’ll be introducing a number of changes to trading and the market:

  • How balanced a trade needs to be will depend on a risk analysis factor. This will look at things like your account, market and trading history, and any other relevant flags. The higher the risk associated with a trade, the closer the values on both sides will need to be.
  • These requirements will not apply when trading between your own alts. Alt trading will continue to work as normal.
  • The tier of equipment involved in a trade will also affect the requirements.
  • Individual market listings will no longer be directly purchasable. Instead, purchases will go through the PO system. You’ll simply enter what you want, how much you want, and how much you’re willing to pay, and the system will handle the rest.
  • We’ll also be introducing a proper loan system over the coming days. This will allow you to directly loan equipment to another player for a fee, with the item automatically returning once the loan ends.
  • Our goal is to make the risk analysis system fairly seamless. Ideally, we want to get it to a point where the vast majority of legitimate players barely notice it’s there. The loan system should also remove a lot of the need for heavily one-sided trades in the first place.

On top of this, the market values of pets will be updated over the coming days. This means the minimum amount of gold required to sell certain pets will change depending on what that pet is actually worth.

The value assigned to items during trades, and the pets, will be based on their actual market value. This will matter when determining the requirements for trades that are considered higher risk. We’ll be analysing the game’s full market and trading history to build as accurate a picture as possible of what each item is actually worth.

As a gesture of good faith while these changes are being prepared, all trade taxes and minimum trade requirements will be removed for the next 12 hours for accounts that are not currently marked as high risk. Taxes between alts are also not covered, because the upcoming patch will not affect alt trades.

If you have paid more than 1 million in trade taxes since the last update, create a support ticket with a breakdown. You will be reimbursed.

This gives everyone a bit of time to move or reorganise items between players before the new systems begin coming into effect.

Also, as mentioned previously, if you’re currently loaning an item to somebody through the existing trade system, we’d recommend having it returned for now. Once the proper loan system is live, you’ll be able to loan it back to them through that instead.

Update: The trade taxes and requirements exemption have been extended for another 12 hours (24 hours in total) to allow those in other time zones to benefit from it. Happy trading!


Version 0.82.2-PB - Trade Changes

All high-value items and trades in the game will soon be considered high risk. As a result, any transaction involving these items will be subject to a minimum trade value, similar to the system currently used for the Pet Exchange.

Simply put, high-value and powerful items will no longer be able to be transferred for little or nothing in return. Trades involving these items will need to include an appropriate amount of gold, items, or a combination of both to meet the required value. This also includes the market.

This is not a restriction we would ordinarily want to introduce, but its necessary to help prevent transactions that take place outside of the game.

We are aware that some players currently use the trading system to temporarily loan items to others. For this reason, these restrictions will come into effect after 48 hours, giving players time to return any outstanding loaned items.

We will also begin exploring the introduction of a dedicated loan system within IdleMMO. This would provide a safer way to loan items directly to other players, for a fee, while ensuring that the item is automatically returned to its original owner. We cannot currently provide a timeframe for when such a system may be implemented.

Additionally, we will be increasing the vendor value of items based on their tier. These changes will also begin taking effect over the coming days.

We apologise for any inconvenience caused by these changes. If you currently have items loaned to another player, or are holding items that have been loaned to you, we strongly recommend returning them to their original owner before the new restrictions take effect.