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Version 0.12.1-PB

  • A notification is sent to all guild members when a raid is scheduled.
  • Notifications now support links. The guild raid notification will include a link directly to the guild page.
  • A character receives a notification when a raid is complete.
  • Fixed shrine contribution button when submitting a value higher than the characters gold amount.
  • Added "Expired" or "Active" badges to the shrine.
  • Challenges now hide the quantity box when it is complete.
  • Fixed guild icons not displaying correctly on the leaderboards.
  • Fixed skills not processing correctly when joining a raid.

Version 0.12.0-PB

Guilds

Guilds serve as a platform for players to unite and engage in cooperative events. They facilitate various activities, including coordinated raids and challenges.

  • Guild Levels - Boosting the guild level through experience grants added benefits, like expanding member capacity. Further enhancements are planned for future releases. As the guild level increases, expect to unlock additional raids and increase the daily challenge limit.
  • Guild Marks - Marks serve as currency earned through guild challenges. They enable access to diverse guild mechanics, including the ability to refresh challenges and raid participation. Currently, the sole method to acquire tokens is by completing challenges.
  • Guild Member Limit - The guild member limit is dependent on the guilds total level. It ranges from 20 to 25. The breakdown can be viewed on the wiki page.
  • Guild Membership Cooldown - A character can only join a guild once every 24 hours.
  • Guild Icons - Guild icons can be purchased via the vendor. The icons are tied to the character itself and the guild icon will be reset when switching leaders.
  • Guild Backgrounds - The guild’s background can be chosen from the characters set of backgrounds. The background will be reset when switching leaders.
  • Guild Description - A place for guilds to describe the guild. This area supports a limited markdown syntax.
  • Guild Ranks - In the guild hierarchy, there are three ranks—Soldier, Officer, and Leader—each with distinct permissions. The Leader holds the highest authority and there can only be one Leader at a time. Soldiers are regular guild members with no extra permissions. Officers have additional privileges, such as generating tasks and accepting player invitations.

The guild feature is continuously evolving. Future updates will introduce additional mechanics like Guild Halls and the ability to spawn their own World Bosses, enriching the gameplay experience even further.

Guild Raids

Guild members can engage in raids to gain experience and rewards, collaborative events that can be organised by the guild leader. Raids are prearranged by high ranking members, allowing guild members to join a lobby before the raid commences. Once the scheduled timer reaches 0, the raid begins automatically.

  • The guild's experience gain hinges on the number of participants in the raid. More participants yields more experience points for the guild.
  • Individual participants earn experience by successfully completing guild raids, receiving both Combat Experience and Guild Mastery Experience.
  • Raids also distribute gold for participants who complete the raid.
  • Raids are designed to scale in time, with higher-tier raids requiring more time to finish but offering greater rewards in terms of experience per participant and experience gained per second. Thus, while they demand more time, they yield richer rewards for both the guild and its members.
  • Participants forfeit rewards if they leave a raid prematurely, resulting in reduced rewards for the guild as well.
  • Raids can be scheduled at a set time to help with guild coordination.

Guild Challenges

Challenges serve as an efficient way for the guild to accumulate experience quickly. Members holding specific ranks within the guild have the authority to generate challenges, each lasting for a duration of 24 hours.

Challenges encourage members to work collectively towards shared objectives, such as acquiring specific items and subsequently contributing them to the challenge.

  • Upon successful completion, the guild earns experience points.
  • Participants are rewarded with an additional 2 experience points for every item contributed towards the challenge, irrespective of whether the challenge is completed or not.
  • As the guild levels up, more challenges can be generated. If a challenge is deemed to be too difficult, higher ranking members of the guild can refresh a specific task.

Guild Mastery Level

Guild mastery is a persistent game level that remains with the character even if they leave a guild. It serves as a testament to a player’s dedication to supporting the guilds they join.

Although initially, there may not be significant benefits to increasing the guild mastery level at release, we have confirmed plans to expand its functionality. This includes enhancing the rewards obtained from performing raids, providing further incentives for players to increase their guild mastery level.

Shrine of the Old Gods

The Shrine of the Old Gods is a game mechanic where the community collaborates to achieve a common goal, earning game-wide boosts for everyone’s benefit.

  • To donate to a shrine, characters must first be near one. Fortunately, shrines are located in almost every location (though not all), and they can be easily accessed by pressing the new “Nearby” button which is located next to the “Map” button.
  • The shrine features multiple tiers, with each tier offering a boost to every character in the game.
  • Once a tier is reached, the boosts becomes active and all progress goes towards the next tier.
  • We’ve intentionally designed the system to allow tiers to activate gradually throughout the day, based on when the goal was reached, or all at once, providing a larger combined boost.
  • The shrine resets every day at 12PM UTC.

Updated Wiki

While still a work in progress, the wiki has undergone a slight revamp, featuring more comprehensive information about various game mechanics along with overall design and structural enhancements. Here are some of the various changes we have made (however not all are listed):

  • Improved layout of the homepage.
  • Added “Dungeons” page.
  • Added “World Bosses” page.
  • Moved “Understanding Efficiency” to the effects page.
  • Restructured and recategorised all pages.
  • Improved layout and information included in the “Item Types” page.
  • Improved layout and information included in the “Stats” page.
  • Improved layout and information included in the “Skills” page.
  • Improved layout and information in the “Qualities” page.
  • Improved layout in the “Notable Characters” page.
  • Added new “Guild” page.

Additional Changes

  • Users are now able to switch between characters using ALT 1 to 5 (where the number is related to the alt character) or CMD 1 to 5 if you're on mac.
  • Fixed game crashing when attempting to delete a main character immediately after switching characters.
  • Added a characters guild to the characters profile.
  • Added a leaderboard for guilds.
  • Characters can search and filter through guilds seamlessly on the “Browse” page within the guilds section.
  • Updated Code of Conduct to improve clarity.

Bug Fixes

  • Fixed bug when switching between campaigns and no tasks are generated.
  • Fixed a bug when trying to upgrade an item with a full inventory.
  • Fixed bug when the process of upgrading an item duplicates resulting in a stuck item in the characters inventory.

This update brings many changes and, as written in the sacred scrolls, with changes come bugs so please report any bugs you encounter in the #bugs channel.


Version 0.11.3-PB

  • Fixed issue when switching between campaigns and the tasks do not correctly refresh.
  • Fixed crashing issue when attempting to delete a character immediately after setting it as a main character.
  • Fixed bug when trying to upgrade an item with a full inventory.
  • Fixed crash that sometimes occurred when upgrading an item.
  • We've updated the public road map. You can see the latest changes by pressing on the "Last Updated" card located within the information section. You can check it out here: https://trello.com/b/CxIn7i5B/idlemmo-public-roadmap

Version 0.11.2-PB

  • Improved profile UI on mobile.
  • Eliminated the pet from the profile banner due to challenges in accommodating different pet and character skin sizes across various devices.
  • Implemented a dedicated block on each character's profile page, showcasing the equipped pet along with its name and corresponding stats.
  • Fixed being unable to empty the characters bio.
  • Added a banner to a characters profile if they have been suspended from the game.
  • Fixed issue that caused some users to duplicate their campaign progression.
  • World bosses now always distribute loot even when the inventory is full.
  • Fixed sprite sizing at the vendor.
  • Added dismiss button to the modals.
  • Resolved an issue causing certain items to become stuck during the upgrading process.
  • Added missing upgrade stats for legendary and mythic items.
  • Fixed incorrect pet battle EXP number when the pet is actively battling.
  • Fixed bug that disabled a user from creating an additional character using the level 40 slot if they deleted the level 40 character.
  • World Bosses now automatically re-sync with the server every time you re-open the page without refreshing.
  • Added additional safety check to the vendor items to ensure that a character cannot purchase a skin that is already in the campaign.
  • Fixed some helmet requirements.
  • Adjusted "Quick Heal" button size and alignment.
  • We've decided to decrease the bartering EXP from 75% to 50% of the value. We feel that the bartering level has been disproportionately easy compared to other skills.
  • Fixed chart alignment on mobile.
  • Fixed error when trying to battle a pet that no longer exists.
  • Overall stability improvements.
  • Improved skins list UI.
  • Added missing pagination on the skins list.

Version 0.11.1-PB

  • Tasks are now unique according to different campaigns. This means that each campaign will have its own set of tasks.
  • We've removed the 'weekly' and 'monthly' tasks from seasonal campaigns. It's impractical to have dated tasks on campaigns that expire before the tasks can refresh."
  • Characters now get 6 or 8 tasks for seasonal (temporary) campaigns depending on their membership status. This has been increased from 5/7 respectively. Global (permanent) campaigns will remain at 5/7.
  • Potions are now applied to the enemies EXP when sending a pet to battle.
  • Bartering EXP gains for the Forsaken class have been reduced.
  • Pet Mastery EXP gains for Forsaken class have been reduced.
  • Added missing task benefit on the membership page.
  • Added countdown for daily tasks.

Version 0.11.0-PB

Valenfair Seasonal Campaign

The Valenfair campaign will start on 9th February 2024 at approximately 1PM UTC and will end on the 20th February.

The campaign rewards can be previewed but we will be adjusting the rewards before the campaign starts so expect them to change.

This seasonal campaign is a 'mini-campaign,' meaning it won't introduce unique locations, enemies, or dungeons. Strategising around Valentine's Day events poses a challenge for us as it falls in an awkward position between the winter event and other more significant seasonal celebrations. Not just that we are unable to allocate substantial resources to fully flesh it out given its comparatively lower significance. This year, this challenge is further compounded by the early timing of Easter, which requires our attention next month.

Currently, when transitioning between campaigns, characters retain their tasks and progression. Consequently, if a character has already completed their tasks prior to the event, they won't be able to redeem them within the Valenfair campaign, thereby reducing the potential points certain characters can attain. We acknowledge this issue and intend to address it by ensuring that tasks are unique to each campaign. However, we cannot guarantee that this adjustment will be implemented before the Valenfair campaign launches. Nevertheless, resolving this issue is our top priority.

Classes

We've opted to revamp our classes, shifting towards a model that views them more as "proficiencies" or "specialisations" rather than adhering to a traditional RPG class system. This decision stems from our belief that the conventional class system doesn't align well with the essence of our game. Under our new approach, classes serve as a means for characters to choose a permanent, character-wide enhancement in a particular area of proficiency. Consequently, we're introducing new classes that cater to players who don't engage in the combat system.

The following changes are being introduced:

  • All class equipment limitations have been removed. (For example, warriors can now equip bows)
  • Renamed “Talents” to “Battle Talents” as all listed talents only apply to battles.
  • Added +5% Battle EXP to the Warrior, Ranger, and Shadowblade class.
  • Added +5% Hunting Efficiency to the Warrior class.
  • Added a “Miner” class which gives out a +10% bonus in both efficiency and EXP when mining.
  • Added a “Chef” class which gives out a +10% bonus in both efficiency and EXP when cooking.
  • Added a “Angler” class which gives out a +10% bonus in both efficiency and EXP when fishing.
  • Added a “Lumberjack” class which gives out a +10% bonus in both efficiency and EXP when woodcutting.
  • Updated the wiki to list all the class bonuses.

We recognise that some players may desire to change their character's class. While the option to do so is currently under discussion, it is not yet available.

Additional Changes

  • Fixed pet limitation when 4 pets are attacking enemies.
  • General UI improvements
  • Item effects are now listed under the craftable item when inspecting a recipe.

Version 0.10.1-PB

  • Fixed pet battles being extremely slow for medium to high level pets.
  • Added Pet Mastery leaderboard.
  • Fixed pet UI on mobile.
  • Moved pet battle and equip buttons further up the page.
  • Added tooltip on the battle button when a pet is currently equipped.
  • Adjusted battle length calculation for pet battles.
  • Adjusted pet battle damage calculation.
  • Fixed level UI elements on extremely narrow devices (<320px in width)
  • Fixed blurry backgrounds in the vendor shop.

Version 0.10.0-PB

Pet Mastery

We’re introducing a new skill - Pet Mastery. This can be levelled up when pets are sent to battle. Increasing the pet mastery skill level will improve all pets stats and increase the effectiveness of patting a pet (resulting in more happiness per pat).

Patch Notes

We are now including the latest patch notes directly in the game. The patch list can be found in the wiki. Characters will also be notified on their profile page when an update has been released.

Maximum Chained Enemies

The maximum number of chained enemies now scales with the characters combat level. The scale starts at 3 enemies at the lowest combat level and can increase to 10 enemies at the highest combat level (Lv. 100).

#### Additional Changes

  • Added list of active characters for every skill area.
  • Overall UI/UX improvements across the board (especially for mobile devices)
  • Improved UX when re-hunting enemies via the pet battle page.
  • Replaced amulet and ring upgrade stones from the daily rewards with other upgrade stones.
  • Users have the option to show their alt characters on their characters profile.
  • The bank is viewable everywhere but it cannot be interacted with until the character reaches a location with a bank.
  • Hidden active effect behind a button as we felt it used up too much screen space.
  • Added icon on the menu when a daily reward is pending.

Bug Fixes

  • Fixed incorrect forge level requirement.
  • Removed unwanted symbol on the item inspection page.
  • Fixed pet status icons.
  • Fixed purchase order table on mobile.
  • Fixed market listings table on mobile.
  • Fixed many UI element discrepancies in regards to alignment.