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Version 0.54.2-PB - Bug Fixes

  • Fixed an issue where temporary outages from Apple’s verification servers could cause some subscriptions to end prematurely.

Version 0.55.0-PB [Preview]

Take a look at what’s coming later this month! We’re adding some exciting new features:

  • Quests: Talk to NPCs and go on quests. Complete them to earn rewards like gold and shards.
  • Pets Rework: We’re introducing new mechanics, such as Pet Hunting, to make pets more engaging.
  • Parties: Team up with your friends and play together.
  • Leagues: Compete in leagues and see how you rank against other players.

You can read the full preview here:

Read Preview

This is a preview. Version 0.55.0-PB will release later this month.


Version 0.54.1-PB - Bug Fixes

  • The market tax change from the last update has been reverted. Tax is now calculated in bulk when listing items, rather than per item. The market UI has been updated to match this.
  • Fixed the Armoury icon on the guild page.
  • Fixed an input issue when entering mob numbers. It now properly allows you to clear the field.
  • Fixed the conquest page showing the wrong zone states when previewing a past season.
  • Fixed rounding of durations on the effects page.
  • Fixed the assault scheduling UI not showing the correct end time.

Version 0.54.0-PB - Daily Reward Rework, Guild Armoury + More

Daily Reward

  • You can now build up a daily reward streak by claiming your reward every day.
  • If you miss a day, you have 48 hours to restore your streak for 300 tokens.
  • Streak milestones now give you a magic find bonus. At 10 days you gain 1% magic find. At 100 days you gain 10%. Free members can only reach up to 5%.
  • Rewards have been updated and now stretch up to 50 days instead of 30. The daily reward system also gives out more items and shards.
  • The streaks start counting from today. We do not have historic data to count any past streaks.

Guild Armoury

  • The Armoury is a guild hall component where guilds can buy and use powerful items that give temporary boosts to their members.
  • There are 6 weapons available: Trebuchet, Battering Ram, Explosive Keg, Scorpion, Medical Kit Station, and Medical Tent.
  • Guilds can purchase these items with resources and marks.
  • Each item has a cooldown of 1 hour.
  • Any member ranked Soldier or higher can use these weapons. They are one time use. For example, if your guild owns 6 Battering Rams, then 6 members can each take one. Once used, it cannot be returned, and its effect is applied immediately.
  • Members cannot use the same weapon more than once at the same time. For example, you cannot use 2 Battering Rams together. You must wait for the first one to expire, which currently takes 3 hours.
  • Different weapons can be stacked. For example, a member can use a Battering Ram and a Trebuchet at the same time.
  • Please note that the effects and the costs of these weapons will be gradually adjusted over the course of several weeks. Including the possible introduction of more weapons.

Assault Changes

  • The limit of 1 assault on 1 location has been removed. Guilds can now assault multiple locations at the same time if there are enough members to cover them.
  • The cost of assaults has been reduced to 1 mark per hour, instead of 4 marks for 3 hours.
  • Conquest rewards are now given to the top 25 players instead of only the top 10.

Mob Changes

We fixed a bug in the enemy scaling system. The problem was that enemies of the same level weren’t showing their real differences in power. For example, the Arvendor Guardian was meant to be much stronger than a Will-o’-the-Wisp, even though both are level 100. Because of the bug, they ended up with the same strength, which was never intended.

The issue came from the health formula. It didn’t properly include each enemy’s base power, so scaling treated them as equal. We’ve adjusted the system so it now works as it should. This means some enemies, especially those in the Citadel, will feel tougher than others even when they share the same level. You might also notice small changes when fighting other enemies, scaled or not, since the health formula has been updated across the board. These changes should be minor, but in some cases battle outcomes may be a little different.

More Changes

  • You can now see your current action on the app menu page. This can be turned on in your settings.
  • Shrine token conversion has been increased to 700 gold per token.
  • Shard count is now shown on your character profile.
  • The background of special vendor skins has been darkened so they no longer clash with the skins themselves.
  • You can now disable the mailbox. This setting is per character.
  • You can now hide the Recent Loot box.
  • You can also choose to hide your own loot so it does not appear in the Recent Loot box.
  • Battles that are part of an assault now show an icon and badge when queued.
  • The Recent Loot box has been improved to show the actual item icon instead of the recipe.

Bug Fixes

  • Fixed an issue where the registration pop-up did not close for new members.
  • Fixed precision display for combat EXP/s.
  • Fixed a bug where purchase orders could not be fulfilled if the character’s inventory was full.
  • Fixed tax discrepancy bug. Previously items were taxed at a bulk which resulted in unexpected behaviour in the calculation at certain amounts. We have changed it so the tax is applied per item, rather than bulk. This makes it match up with the UI so it is more clear on how much you are being taxed per item.
  • Fixed an issue that made it hard to switch between characters in the app.
  • Fixed a typo on Tarnished Bait.
  • Fixed a bug that caused the energy pool to activate twice.
  • Fixed precision errors on the battle detail page.
  • Fixed a rare bug that caused the conquest

Public API Changes

  • Deprecated last_activity from the character inspection endpoint. This will default to the beginning of the year. It will be removed in a future update.
  • Added online_status to the character inspection endpoint.
  • Clarified response documentation for the item inspection endpoint.
  • Fixed effects not correctly displaying for essence crystals.
  • Fixed a bug that allowed API keys with a higher rate limit to bypass the rate limit by rotating between keys.

Version 0.54.0-PB - Guild Assault Rewards

Assault Rewards

Characters who join assaults will receive a Shard reward based on their position in the zone leaderboard, regardless of whether their guild wins.

Each zone has its own leaderboard, and characters can appear on multiple leaderboards if they participate in assaults in different zones.

A character’s position is determined by the total EXP they contribute to their guild’s conquest in that zone.

The rewards are from 20,000 shards down to 2,000 shards depending on the position. You can check the wiki for a breakdown.

API Adjustments

  • Added optional "type" filter for the item search endpoint.
  • Fixed incorrect type casting for certain integers.

Version 0.52.0-PB - Public Developer API

Public Developer API

The game now has a public API which can be used to access various data in the game. This will become particularly useful for creating your own applications, such as Discord or Telegram bots.

Due to the involvement of the public API, it will be a project that will be completed over time. Right now, there are 18 endpoints available, with plenty more on the way. Over time, we’ll continue to expand and refine what’s accessible.

The API comes with several limitations

  • Right now, the API is read-only, and for the most part, it will stay that way. We may consider adding limited action-based endpoints in very specific cases (such as allowing guild leaders to handle low-priority tasks like removing a member) but nothing has been decided yet. Our main priority is to ensure that using the public API never gives players an unfair advantage.
  • Currently, 18 endpoints are available, with many more on the way. We’ll be rolling these out gradually over time. If there’s a specific endpoint you’d like to see prioritized, we encourage you to make a suggestion post to let us know.
  • You can create a maximum of 5 API keys.
  • By default, you can only send 20 requests per minute to the API per account, regardless of API keys. We will monitor the usage of the API over the coming weeks/months and may increase this in the future. Specific use cases can request to have their rate limit increased for a specific key by opening a ticket. However, the use case must be valid. If we deem the use case appropriate for the base rate, it will be denied.
  • If creating a piece of software that requires users to input their own API key, you must disclose how you use their key and their data. All of this is outlined in the API's Terms and Conditions.
  • To get started, head over to your account settings and press "Public API" at the top of the page. You must be on the Web App.

More Changes

  • Added "Developer" section to account settings. Here you can enable the visibility of hashed ID's for characters and items. This is needed for the API.

Version 0.51.0-PB - Battle Queue

#### Battle Queueing (or... "Battle All")

You can now queue your battles up to your maximum idle time. This lets you defeat a wide range of enemies in a single action, instead of fighting them one at a time.

You can queue stacks of up to 5 enemies per queue. Each stack can be different, or even the same enemy under different conditions. For example, you might queue 100 non-scaled rabbits followed by 100 scaled rabbits.

Note: For the first 24 hours, please use this system with a little caution. We’ve rewritten a large portion of the underlying mechanics (the old system wasn’t built for this), and while it has been thoroughly tested (including a closed alpha test) there may still be rare issues that only appear at scale. Some bugs may surface early on, but we’ll be monitoring closely and fixing them as quickly as possible.


Version 0.50.0-PB

  • You can now scale enemies up to level 150 when you have reached level 100. This will provide you with additional magic find and experience. The higher the level, the higher the bonus. This is currently experimental, and if it proves to be "unbalanced", then we will either make further adjustments or remove it.
  • Added a filter to notifications.
  • Added a "Max" button to the inventory screen when using an item.
  • Moved the active effects list to its own view as it was becoming too large due to the increasing number of effects that characters can obtain.
  • You can now see your total dungeon runs even after completing a dungeon.
  • The owners name is added to the pet leaderboard.
  • Added item quality coloring + links in the campaign so you can quickly inspect the items.
  • Various wiki changes + improvements.