IdleMMO Wiki
Back

Version 0.9.4-PB

  • Fixed site crashing issue when accessing the leaderboards using Firefox.

Version 0.9.3-PB

  • Increased mystic ore and mystic logs from 15 gold to 17 gold to give them a slight edge in terms of gold/s.
  • Fixed recipes that had duplicated requirements.

Version 0.9.2-PB

  • Most recipes have been updated so that their required ingredients are now obtainable from levels below the corresponding dungeon's difficulty.
  • All recipe equipment requirements have been revised. The requirements for lower-tier legendary items have been substantially reduced, with a more moderate reduction for higher-tier legendary items and mythic items. For instance, prior to the update, players needed to defeat approximately 1,100 enemies to gather necessary materials for crafting “Shadowbane,” the weakest legendary sword. Post-update, this number has dropped to about 160.
  • Recipe forge requirements have been adjusted for lower-tier legendary items.
  • The vendor values for rare crafting items have been significantly increased.
  • Fixed bug where a market seller was being taxed according to the buyers membership status instead of their own membership status.

Version 0.9.1-PB

  • Fixed typos in recipes.
  • Added forge level requirement to recipes.
  • Added maximum slot limit to the description of the vendor items.
  • Fixed timer going into the negatives when looking at other profiles.
  • Craftable item is now clickable on the item inspection page.
  • Added original item value to the item inspection page.
  • Updated Terms of Service to clarify our refund policy.
  • Removed "Level" from the inspection page for items without a level (such as logs).
  • Added "Why are there game updates without corresponding patch notes?" to the FAQ.

Version 0.9.0-PB

In this update, we are introducing various improvements, tweaks, and fixes to the game.

Main Character + Idle Times

Players can now set a main character to give them an additional 20 or 40 minutes of idle time (time is dependent on membership status). This can be achieved by navigating to the settings page.

The main character can only be changed once every 30 days.

We plan to further allow players to increase their idle time via other means. More information on this will come soon.

Exhaustion Changes

The threshold for reaching the “Exhausted” effect has been increased from 18 hours to 20 hours. The “exhausted” effect also has been reduced from 6 hours to 4 hours.

We’ve also improved the explanation on how it works in the wiki along with examples.

Character Deletion

Players are now able to delete a character by navigating to the character preferences page within the account settings.

Leaderboard Change

We've recently upgraded the leaderboards page to enhance the experience for all players, not just those at the top. The revamped default view now centres on your character's current ranking, showing the 15 characters immediately below and 5 immediately above the characters position. Additionally, we've introduced a class-based filtering option for more targeted insights. We’ve also expanded the categories by including bartering and hunting mastery. The gold leaderboard has also been removed because we feel it is detrimental and serves little purpose.

Market Changes

We’ve set the minimum value of a purchase order and market listing to the vendor value of the item.

We have done this for a variety of reasons:\

  • It logically makes sense to restrict the ability to list an item for less than its vendor sell value.
  • To combat the huge list of 1 gold purchase orders for high value items (which is obviously not ideal because they don’t provide any value to people looking to fulfil a purchase order).
  • To slightly increase the cost of trading between alts due to the increased market price required. For instance, if a character wants to transfer 4,000 tuna yew logs, the minimum price for listing is 16,000 at 4 gold each instead of 4,000 at 1 gold each.

Please be aware that the current market system was not originally designed for transactions between alternate characters. Despite this, we recognise the necessity of such trades in the absence of a dedicated trading system. As a temporary solution, trading between alternate characters through the market will be permitted until the introduction of our new trade system. Once this system is implemented, trading between alternate accounts via the market will be restricted, and users must utilise the direct trading feature for such exchanges.

Additional Changes

  • We have changed various UI elements throughout the game.
  • When viewing the loot from dungeons, the image displayed will be of the item itself with a little indicator notifying the user that it is a recipe.

Bug Fixes

  • Fixed bug when attempting to hunt in a location with no enemies.
  • Fixed incorrect smelting icon.
  • Fixed bug when the character hunt wouldn’t process automatically.
  • Fixed the ability to enter hyphens in the search bar.
  • Fixed characters that have a broken profile when the guest account has been deleted.
  • Fixed missing percentages in the dungeon loot.
  • Fixed pet battling.
  • Fixed concurrent action limit when hunting.

Version 0.8.0-PB

In this update, we introduce various new balancing changes, rule updates, bug fixes and quality-of-life additions.

Alt Characters

Upon monitoring the game since its release, it has become increasingly apparent that the alternative character system harbours significant flaws. Currently, players use alternative characters primarily to amass gold, which they then use to buy membership in the market. This practice has led to inflated prices for items and gold, as the supply outstrips demand. These characters contribute to the game's economy by adding resources but don't balance this by removing any, exacerbating the issue.

The root of the problem lies in the limited utility of alternative characters; their sole function is to gather gold for purchasing memberships. When designing this system, our intent was to allow players to remain engaged while their main characters were occupied. However, we overlooked the system's potential impact on the market dynamics.

Additionally, over the past month, we've identified problems with the trading rules among alternative accounts. These rules are ambiguously defined and fail to address numerous edge cases, leading to technically legal but unintended loophole exploitations.

To address these issues, we are introducing the following:

  • We have eliminated the trading restrictions between alternative characters. We believe that the effort required to enforce these rules, given their many ambiguities, outweighs the benefits. Instead, we aim to rebalancing the game to support trading between alternate characters. This change would enhance the utility of these characters, likely leading to a more stable market and economy by distributing wealth and resources more evenly.
  • Due to the above change, there will be limit of three active characters per account simultaneously. This change is essential to moderate the quantity of items a single user can generate, ensuring a balanced in-game economy. Additionally, this limitation enables the possibility of increasing the current cap of five alternative characters per account in the future. By controlling the number of concurrently active characters, we can expand player options without the risk of resource exploitation through simultaneous character usage.
  • Alternative characters cannot interact with the market until they reach a total level of 150. This restriction does not apply to the main character (i.e the first character).

Game Balancing

Due to the change of eliminating the trading restrictions between alternative characters, we've had to reassess how items are acquired through skills. We recognise that many players prefer using a single character, and it's crucial to consider their experience. The original game design did not anticipate trading between alternative characters, and skills were balanced for a single character. To address this, we've rebalanced certain skills to suit both single-character players and those using multiple characters. Our goal is to mitigate the impact of the recent changes on item acquisition, ensuring that playing with a single character remains rewarding.

As a result, we've adjusted the time required to obtain items from certain skills. These adjustments vary: some items will see minor increases of a few seconds, while others will have more substantial time increases. Currently, the "alchemy" and "forge" skills will not be altered, but we may consider revising these in the future to maintain game balance.

Exhaustion Effect

We've observed a concerning behaviour among certain players who are adjusting their sleep schedules to reach near 24 hours gameplay in a single day - achieved by resetting the skill every two hours. To promote healthier gaming habits and encourage regular breaks, we're implementing an 'exhaustion effect' in the game.

The exhaustion effect will kick in when a character has exceeded 18 hours of gameplay in a single day. The exhaustion effect will apply the following on the character:

  • -35% Dungeon EXP (6 Hours)
  • -35% Skill EXP (6 Hours)
  • -50% Skill Efficiency (6 Hours)
  • -50% Hunting Efficiency (6 Hours)
  • -35% Battle EXP (6 Hours) Please note that the majority of players do not get anywhere near 18 hours of gameplay. This change will be unaffected by most.

We have updated the wiki to explain the exhaustion effect.

World Boss Changes

  • World boss lobbies have been removed. Characters can now join the world boss at any time and it will start immediately when the counter reaches 0.
  • World boss battles will continue to play out even if there are no participants. Previously, the world boss would wait until a player would interact with it. Now, the battles will continue to operate even if no body interacts with the world boss. This is due to an underlying change we have made to the World Boss system.
  • The UI now displays the characters that are attacking the world boss.
  • The world boss countdown now updates automatically every second.
  • The list of world bosses will automatically update when the world boss has been defeated.

Additional Changes

  • Updated pending friends badge on the main menu.
  • Changed “Level” to “Recommended Level” on enemies.
  • Added beta notice to the bottom of the menu.
  • Added market limits to the wiki.
  • Various UI changes.

Bug Fixes

  • Fixed bug when trying to start a dungeon when a battle is still active.
  • Fixed bug when trying to battle an enemy when an existing action is active.
  • Fixed a bug when upgrading an item and cancelling it causing the item to be locked.
  • Fixed the character chart alignment.
  • Fixed level chart text size.
  • Fixed pull-to-refresh on mobile.
  • Fixed bug that allowed characters to heal upon being defeated.
  • Fixed bug where the enemy list did not update when being defeated in battle.
  • Fixed classes giving core stats as part of talents.
  • Fixed goblin scraps image.
  • Fixed bug when the action timer reset to -1:00 when reaching 0.

Closing Remarks

Since the game is currently in the early stages of its beta phase, we want to emphasise that various aspects of its balance and structure are likely to evolve. Players should anticipate potential significant changes. Our team is committed to closely monitoring the game's progress and implementing any necessary adjustments to ensure a well-balanced and engaging gaming experience.


Version 0.7.6-PB

  • Fixed map background scrolling issue on iOS.
  • Disabled "pull-to-refresh" mechanism when modals (pop-ups) are open on mobile.
  • Fixed modal background scrolling when opening another modal when one is already active (for example, viewing a location information and then returning back to the map).
  • Fixed incorrect stats on "Dreadspike" and "Moonlance" daggers.
  • Fixed a bug that allowed characters to create a purchase order for vendor items.

Version 0.7.5-PB

  • Fixed filter for the activity chart.
  • Fixed battle time tracking. It was incorrectly tracking the battles resulting in inflated times.
  • Fixed efficiency badge for skills when the efficiency is in the negatives.
  • Fixed refreshing skill with requirements (such as fishing, alchemy, etc).
  • Updated descriptions for all crafting material items.
  • Adjusted the 'Recommended Level' indicators for all locations to more accurately reflect the enemy levels. This update is purely informational and does not impact actual gameplay.
  • Notifications should now appear instantly.