This is a big update, so here's a quick rundown of the good stuff you might be interested in!
Want to read the full list of changes?
Forge Lessons
Forge Recipe Changes
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.
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.
Many pages have been redesigned so they share the same look and layout:
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.
Four new skilling classes have joined the roster:
Bug 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.
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/
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.
These two systems lay out the groundwork for further extension such as support for pets and guidance scrolls.
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.
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.