Patch Notes

Version 0.84.0-PB - Forge Lessons, UI Improvements, Guild Slayer, and much more!

This is a big update, so here's a quick rundown of the good stuff you might be interested in!

  • Forge Lessons - Pick some materials, start a lesson, and earn Forge EXP. Fill up your temper bar to get shards. Simple!
  • Forge Recipe Changes - No more fish in recipes (finally!), plus some higher level requirements.
  • UI Changes - Just open the game and have a look for yourself. You'll see!
  • Item Loaning - Loan items directly to other players without having to mess around with trades.
  • Inventory QoL - Item ordering, locking, and a bunch of other handy improvements.
  • Guild Slayer - Team up with your guild and tackle Slayer together!
  • Regional Conquests - Rewards have been increased by around 50%.
  • Slayer Shards - Rewards have been bumped up by around 20%.
  • New Mythic Pet - Say hello to Shardback!
  • Meditation Scrolls - Pay directly without trading, have up to 3 pending at once, and it no longer takes up an inventory slot.
  • New Classes - Alchemist, Blacksmith, Builder, and Monk have joined the party.
  • Improved Tutorial - We've given the tutorial some love. Even if you're a veteran, you can check it out by restarting it in your settings.

Want to read the full list of changes?

Forge

Forge Lessons

  • Forge now has a Lessons tab. Pick some materials, start a lesson, and your character spends that time practising. You don't get gear out of it. You get Forge EXP, plus some Strength EXP.
  • Lessons accept ores, metal bars, logs and crafting materials.
  • Materials close to your Forge level teach best. Materials you've outgrown are marked as "too basic", and ones well beyond your level are marked "too advanced". Both teach more slowly, which stops lessons being used to power level with top-tier materials.
  • Rare battle drops teach faster, but are used up faster too.
  • You can cancel at any time. You keep the EXP you've earned so far, and any materials you didn't use go back to your inventory.
  • Lessons fill your Temper bar.
  • As the bar fills, it stores up shards, which you can claim whenever you like. The fuller the bar, the better the payout, so it pays to let it build. Once it's full, it stops filling, and you'll need to claim it before it resets. You'll get a notification when it's full and again shortly before it resets.

Forge Recipe Changes

  • Higher-level recipes now take much longer to forge, but each craft gives far more EXP.
  • Fish are gone from forge recipes. They have been replaced with metal bars.
  • The Forge recipe list also has a type filter and loads in pages, so it's much easier to find what you're after.
  • On top of that, we've also adjusted the level requirements for mythic recipes. We don’t feel that being able to craft mythics at level 90, when that isn’t even halfway through the skill, really fits with the progression we’re aiming for.

Living, breathing skills

All primary skills now each have their own animated scene at the top of the page. While you're skilling, your character is right there doing the work. They swing an axe at a tree, chip away at a rock, cast a line and wait for a bite, or hammer away at the anvil. Tap the scene and your character takes a swing.

Other players nearby now appear in your scene. If someone else is chopping wood in the same area as you, you'll see them floating in their own bubble in the background. Your own characters show first, then your party, then your guild, so the people you know are easy to spot.

Tap someone's bubble to see what they're up to. You can watch their scene play out, see what they're gathering, how far along they are, how much EXP each item gives and when the next one lands. You can jump to their profile from there too.

If you'd rather keep to yourself, you still can either hide your action by turning off "Display Active Action" or hide yourself completely by appearing offline.

Item Loaning

You can now lend your equipment to other players.

Until now, lending gear meant trading it away and hoping you'd get it back. Item loaning removes that risk. Choose an item, a player and how long they can borrow it for. When the time is up, it comes straight back to you.

A borrowed item is yours to use, not yours to keep. You can equip it and move it between your inventory and bank, but you can't sell, trade, upgrade or lend it on. Borrowed items show a Loaned badge so they're easy to tell apart.

The lender can't take an item back early. The borrower can return it early once 3 days has elapsed.

Inventory

  • Item Locking. Prevent accidental item losses by locking an item. this will prevent you from selling items.
  • Inventory Ordering. Drag items in your inventory or bank to put them in whatever order you like. Your layout is saved, and your inventory and bank are kept separate. On mobile, press and hold an item to start dragging.
  • Inventory Sorting. Sort by date, quality, quantity, type, value or name, and reverse the order if you like. The default sort uses your own layout.
  • Inventory grid or table view. Pick whichever suits you.
  • Multi-select. Select a batch of items and deposit, withdraw, sell or lock them all at once.

Slayer

  • Guild Slayer. Team up with your guild and complete contracts together.
  • Contracts generated from guilds can only be contributed by members in the guild at the time of generation.
  • We've increased shard rewards for slayer contracts by up to 20%.
  • Added per-enemy slayer leaderboards.
  • Added slayer boost to shrine tier 3.
  • Added slayer icon to enemy list when a contract is active

A more consistent UI

Many pages have been redesigned so they share the same look and layout:

  • Profile. Metrics, Museum and Effects are now tabs on your profile instead of separate pages and pop-ups. You can equip skins and backgrounds straight from the museum.
  • Effects. Filter your active effects, and cancel ones you no longer want.
  • Redesigns. Guilds, leaderboards, the daily reward panel and the token shop all got a fresh look.
  • Housing. House upgrades can now be filtered and sorted.

Mobile Web App

  • Menu sheet. A new Menu button in the bottom navigation opens a sheet you can swipe away.
  • Character switching. Tap your avatar to switch characters without leaving the page you're on.
  • You can re-enable the old mobile menu via settings by enabling "Classic Mobile Menu"

Meditation Scroll Changes

  • Writing a Guidance Scroll now takes 90 minutes, up from 60, due to the following changes.
  • Given scrolls no longer are stored in the receivers inventory. They go to the receiver’s pending list, which they can open from the Guidance Scroll button on their own profile.
  • Receivers can accept a scroll whenever they’re ready, and the boosts start at that moment. Scrolls can’t be accepted while guidance boosts are already active.
  • Receivers can also give a scroll back. It returns to the giver’s inventory.
  • Pending scrolls expire if they aren’t accepted within 180 days.
  • Players can hold 1 pending scroll, or 3 with a membership.
  • When giving a scroll, you can now charge the cost of a Blank Scroll (currently 60,000 gold). The receiver pays it when they accept, and the gold goes straight to you with no tax.
  • The receiver now needs a total level of 100.
  • Givers get a notification when their scroll is accepted or given back.

An Improved Tutorial

Each tutorial is now a short slideshow of a few steps, with its own animated illustrations showing how things work. You'll see logs being chopped, potions being brewed and battles playing out. Each step sticks to one idea, so you can take it in at a glance and get back to playing. You can move back and forth between steps at your own pace.

If you skipped through a tutorial or want to see them again, you can reset the tutorial from Settings > Account. Each one will show up again as you visit each area.

New Classes

Four new skilling classes have joined the roster:

  • Alchemist for Alchemy
  • Blacksmith for Forge
  • Builder for Construction
  • Monk for Meditation

More

  • The global search now remembers your recent searches.
  • Trading between alts is now much more seamless and can be processed in a single button.
  • You can now save your food choices when battling.
  • A new mythic pet - Shardback - is now available in the celestial exchange.
  • A flashing indicator now appears for promo codes when one is available that you have not yet seen.
  • There is now a flashing indicator on auctions and giveaways when there is a new auction you have not yet seen.
  • Auctions now have a minimum price of 1m gold.
  • Improved the auction UI to display the item more prominently.
  • On receiving a guidance scroll, the name is now clickable within the notification.
  • Significantly reduced the frequency of the bot verification screen.
  • We've made significant adjustments to the risk system. You should notice that some trades may be less affected by the risk system.
  • Post subscriptions are now completely disabled for giveaway posts.
  • Added "Enter all" button for giveaways.
  • Added new warning box when you cannot enter giveaways.
  • Add party roles with ability to generate slayer tasks.
  • Added component ordering to houses.
  • Added multi-select to battling.
  • Minimum level requirement for skills now only applies to the main character.
  • Removed latest posts from stats tab on tavern.
  • Leaving a guild now has a 24 hour cooldown from the moment of leaving instead of joining.
  • Region conquest rewards have been increased by approximately 50%.
  • Added the list of bonuses to the conquest screen.
  • "Login in Apple" has been enabled for iOS devices. Please ensure that your iOS app has been updated to the latest version.

Bug Fixes

  • Fixed bug that allowed you to bid under the reserved price when it is known.
  • Fixed the special item on the market.
  • Fixed risk threshold bug when adding just gold to trades.

Version 0.83.5-PB - Google Play Payment Fixes

We've fixed a bug that could cause some Google Play purchases to never arrive in your account. The game now checks for any missed purchases when it starts and delivers them automatically, so you may see a "Payment successful" message for an earlier purchase. You haven't been charged again. If a purchase still hasn't arrived, or Google Play says "You already have this item", fully close and reopen the game. If the problem continues, please open a support ticket.


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.