Patch Notes

Version 0.31.1-PB - It's IdleMMO's birthday!

IdleMMO v0.31.1-PB - 6th December 2024

Celebrate IdleMMO's first birthday with a unique birthday cake that is given to everybody in the game*.

  • The cake offers double experience points for up to 3 hours after consumption.
  • *Only characters created before 1PM UTC December 6th 2024 are eligible for the reward.
  • The cake is only given to characters that are active between now and 1PM UTC December 7th.
  • It may not be distributed immediately, and instead may take up to 20 minutes of active gameplay per character (usually its less than this). You will receive a notification in-game when you receive the cake.

To read more about the last year of IdleMMO, check out our blog post here:

https://blog.galahadcreative.com/idlemmo-a-year-in-review/

More Changes

  • Fixed hunting efficiency bug causing unexpected results.
  • Decreased decay rate range to 5% to 20% from 10% to 25%. (This basically means less enemies will flee over time.)
  • Because of the way we handle hunting efficiency, it is no longer possible for negative effects to be applicable to the hunting system. Therefore we have removed the negative hunting effects from exhaustion.
  • Fixed heading typo in the market filter on the apps.
  • Hidden "Max Tier" when inspecting items that can't be upgraded
  • Disabled upgrade button if the maximum tier has been reached in the inventory.
  • Fixed heading for the "Remove Gold" dialog box when trading.
  • Fixed bug that shown enemies higher than your combat level when power hunting.
  • Fixed bug that allowed some characters to participate in dungeons in other locations.
  • Item effects (such as those from bows) will now be shown on the forge page.

Version 0.31.0-PB - Equipment Buffs

In this update, we’re focusing on addressing concerns about the effectiveness of equipment in the battle system. As noted in a prior update, the recent battle rework made enemies significantly stronger, which has highlighted a new issue - equipment feel almost ineffective. On top of that, players have been relying heavily on food during battles, turning combat into an unexpectedly costly action.

To address this, we are essentially buffing every single equipment by buffing it's range. The range is from the weakest to strongest. For example, if the range of the sword's Attack Power is 1 -> 250, then that means the weakest sword is 1 and the strongest sword is 250. All weapons within that range (for example, mid-level weapons) will also receive a boost. However, please note that this is strictly not incremental. This also means that equipment at the lower end of the spectrum will receive less "buffs" than those at the higher end.

Swords

  • Increased range to 4 -> 400 attack power from 4 -> 250 (+60%).
  • Doubled critical damage.

Bows

Our concern with bows is that they were rendered almost pointless in the previous set-up - having pretty much zero utility and no reason to opt for a bow - they served very little purpose. In order to achieve our goal of giving each weapon type a different utility, we have decided to shift the purpose of the bow to be slightly stronger than a sword in outright attack, and to now marginally improve the characters hunting efficiency.

  • Increased range to 6 -> 450 attack power from 2 -> 250 (+80%)
  • Added hunting efficiency for legendary and mythic bows.
  • Doubled critical damage.

Daggers

  • Increased the range to 2 -> 200 attack power from 2 -> 125 (+60%)
  • Double critical damage.

Weapon Overview

These changes give each weapon its own distinct utility, depending on the type of gameplay you prefer.

Swords: Although they don’t deliver the highest damage, swords are well-rounded. They allow you to equip a shield, offering additional protection against enemies.
Daggers: When dual-wielded, daggers offer similar damage output to swords. However, they have greater potential because each dagger can be upgraded individually, giving them a higher damage ceiling compared to their sword counterparts.
Bows: The best in terms of raw damage output, making them effective in battle. However, there is a slight trade-off as they occupy both slots, limiting additional equipment options. Their strength now lies in their hunting efficiency, offering an advantage outside of combat.

Shields

  • Increased the range to 1 -> 90 from 1 -> 61 (+47%)
  • Added Accuracy and Agility to mythic items.
  • Added Agility to Legendary items.

Chestplate

  • Increased the protection range to 3 -> 180 from 2 -> 125 (+44%)

Boots

  • Increased the protection range to 1 -> 85 from 1 -> 54 (+44%)
  • Added Movement Speed to Legendary and Mythic items.
  • Added Agility to Legendary and Mythic items.

Greaves

  • Increased the protection range to 1 -> 85 from 1 -> 54 (+48%)
  • Added Agility and Accuracy to Mythic items.
  • Added Agility to Legendary items.

Gauntlets

  • Increased the protection range to 1 -> 90 from 1-> 61 (+47%)
  • Added Agility and Accuracy to Mythic items.
  • Added Accuracy to Legendary items.

Helmet

  • Increased the protection range to 1 -> 90 from 1 -> 45 (+100%)
  • Added Agility and Accuracy to Mythic items.
  • Added Accuracy to Legendary items.

Upgrade Limits

Instead of having a hard limit on upgrades solely based on item quality, we are introducing a system where the upgrade limit is tied to the item itself rather than its quality. This means that a stronger legendary helmet might allow for more upgrades than a weaker legendary helmet, even if they share the same quality tier.

We made this change to provide a stronger incentive to switch to better equipment. By allowing higher-tier items to have a greater upgrade ceiling, players have more reason to seek out and replace older gear.

Because of this change, any existing items that currently exceed their new maximum upgrade limit will be automatically downgraded to align with the new system. Any excess upgrade stones from this adjustment will be returned to your inventory.

This change in upgrade limits will take between 24 and 48 hours for it to take effect.

Final Notes

We will continue to closely monitor the situation and make further adjustments if we find that the equipment remains either underpowered or overpowered. Balancing is a difficult and ongoing process, and we appreciate your patience in this.

The changes to the stats may not take effect immediately, as they need time to propagate across the server. It could take up to a few hours for these updates to reflect on your account and impact battles. If you notice a delay, you can force an update by unequipping and re-equipping your equipment, which will refresh your character's stats.


Version 0.30.5-PB - Bug Fixes

  • Added guild "Deputy" role which has the same permissions as the guild leader role but they cannot delete the guild. View the game wiki for a complete breakdown.
  • Guild officers can now refresh challenges.
  • Added a minimum level to some guild challenges behind-the-scenes to prevent the harder challenges from appearing when the guild is new.
  • Increased the challenge refresh range to 2 to 5 (previously 1 to 4).
  • Added item inspection button to the guild challenge window.
  • Increased chance of loot for higher level enemies. For example, werewolf has been increased from 30% to 40%.
  • Fixed bug that resulted in duplicated challenges when refreshing.
  • We’ve made some tweaks to the requirements for certain loot guild challenges to make them a bit easier. Getting these just right on the first try is tricky since they they can shake up the market which is hard to predict. For now, we’re closely monitoring how things play out and will make further adjustments as we gather more data. In other words, if you’re finding the current enemy loot requirements too tough, don’t worry - more adjustments are on the way in the coming weeks. Going forward, over the next few weeks, we probably won’t announce every change to the requirements as they might shift from day to day. This is just a heads-up that you might notice some discrepancies when generating or refreshing new ones.

Version 0.30.4-PB - Bug Fixes

  • All guild raids now have a limit of 4 per 24 hours, instead of 3.
  • The guild raid cooldown is now calculated when the raid starts, rather than when the raid ends.
  • Guild mastery EXP when contributing to a challenge now scales with the item value rather it being a fixed number. The EXP is currently set a 1/4th of the value of the item with a minimum of 2 EXP per item..
  • Challenges no longer require marks to refresh.
  • A guild can refresh challenges for free. The number of challenges that a guild can refresh in a single day depends on the guilds level. It scales from 1 to 4.
  • Added enemy loot to guild challenges.

Version 0.30.3-PB - Improvements

  • Updated the overview box to show for all actions (dungeons, world bosses, etc) rather than just the primary skills.

Version 0.30.2-PB - Overview Box

  • We’ve introduced an overview dialog box that pops up when you load up the game for the first in a short while. It gives you a quick summary of your last completed action and includes a handy button to jump straight back in. For now, this feature is available only for primary skills like Cooking, Woodcutting, and others.

Edit (28th November 2024): We accidentally deployed an change to the token cost for the shrine earlier than planned within this update. Instead of reverting it and reintroducing it later, we’ve decided to leave the change in place. As part of this update, the token-to-gold ratio when donating tokens to the guild has been adjusted to 150 gold.


Version 0.30.1-PB - Guild Raid and Scaling Changes

Guild Raids

We noticed that the guild raid cooldown felt a bit too restrictive, making it challenging for guilds to coordinate raids with their members. To address this, we’re tweaking the system to make it more flexible while still keeping the number of raids manageable. Instead of an immediate 6-hour cooldown, guilds will now have a limit of raids they can perform in a 24 hour period. This limit is set per-raid. Right now, the limit is set to 3 for all guild raids.

Level Scaling

The level scaling previously failed to adjust enemy HP properly, meaning it was not true scaling. This bug fix will lead to a significant shift in how battles will play out after this update.

To address this change effectively, we are extending the testing period by another two weeks to gather feedback and make further adjustments.

One issue we have observed, and are actively reviewing, is that now, with enemies being significantly stronger after the battle rework, equipment improvements feel almost ineffective. The incremental boosts provided by each piece of equipment currently have little impact on the outcome of battles. Post battle rework, the balance has now shifted slightly too far in the opposite direction. Previously, equipment felt ineffective because enemies were too weak (and thus the equipment was too "strong" in a sense). Now, post-rework, equipment feels underpowered as enemies have become significantly stronger.

Because of this, we’re taking a closer look at the stats provided by equipment.

Other

  • Increased the size of the power hunt enemy on mobile.
  • Increased the size of the map on the apps.

Bug Fixes

  • Fixed bug that allowed some users to bypass the class change cooldown.
  • Fixed bug that sometimes caused hunting to double.
  • Fixed power hunting maximum time to 25 minutes.
  • Performance improvements.
  • Fixed guild seasons overlaying the action bar.
  • Fixed incorrect forge EXP for the item "Stormguard Shield"
  • Removed interactive hunting setting from the settings page as it is no longer needed.
  • Fixed item rarity classification causing items with 1 in circulation to be considered as "No one has this item yet".

Version 0.30.0-PB - Power Hunting

We've observed that the new interactive hunting mechanic, even though it's completely optional, can make you feel like you have to use it or risk missing out on experience points.

We get how that can create unnecessary pressure. While we can't entirely eliminate this issue without removing the feature altogether, our goal with this change is to keep the hunting interaction optional and help ease the feeling that you need to constantly watch the hunting page for enemies to appear.

The following changes have been made:

  • Interactive hunting is now called "Power Hunting" and is enabled by pressing the "Power Hunt" button while you are hunting.
  • Instead of being a constant task - where you might feel compelled to engaged constantly to avoid losing experience - you can now engage in power hunting in focused sessions.
  • The length of these sessions is entirely determined by your Hunting Mastery level. The higher your mastery, the longer the session. - It starts at 10 minutes for lower levels and extends up to 25 minutes at the maximum Hunting Mastery level.
  • Once the power hunt has ended, it will require you to wait a short, one-hour cooldown, before initiating another power hunt.
  • The cooldown starts immediately after the hunt has ended (even if you end it early).
  • Since this hunting mechanic no longer runs constantly during hunting, we’ve increased the range of experience gained per enemy to make each encounter more rewarding.
  • We've also slightly reduced the time it takes for an enemy to appear on your screen.
  • We’ve enhanced the UI to provide clearer feedback on the amount of EXP you earn when manually encountering a bonus enemy.
  • We’ve adjusted the enemy’s position on the screen so that it now appears in slightly random locations. = Fixed a bug that caused the "The enemy is not ready yet" bug.
  • We've slightly adjusted the size of the enemy depending on your screen size.

The "Power Hunting" mechanic is still in testing, and we greatly appreciate all the feedback you share on our Discord.

More Changes

  • Fixed typo in the "Hunting and Battling" wiki page. (Github contribution by @thzunder)