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Version 0.47.6-PB - Bug Fixes

  • Fixed push notification bug for new players when battling is the first skill used.
  • Slightly improved onboarding experience for new players.
  • Reversed the progress bar when battling so it resembles a health bar rather than a progress bar.
  • Increased minimum hunting rate from 20 minutes to 1 hour (at Hunting Mastery Lv. 1).

Version 0.47.5-PB - Bug Fixes

  • The upcoming "Moonlit Festival" campaign can now be previewed.
  • Added the new skins to the museum in preparation for the campaign.
  • You might notice that the new specials in the upcoming event are a tiny bit stronger than last time… that’s intentional. We're making small adjustments across events as we fine-tune the power level of specials. This approach lines up with our philosophy. We start on the lower side, then buff gradually until things feel right. Once we hit a power level we're happy with, we don’t plan to keep changing it. It's completely possible that this modest buff for specials is the final tweak, and the next event won’t bring any further changes (if we're happy with it). So don’t expect the specials to keep getting stronger every time - we’re not looking to raise the bar endlessly We’re just making sure we land in the sweet spot and stay in control.
  • Fixed an issue where certain pop-up windows would not close as expected.
  • Corrected the level requirement for accessing Millstone Mines.
  • Resolved a problem with the market filter on the app.
  • Fixed a bug causing guild activity tracking to function incorrectly.
  • Fixed incorrect requirements for "Silverthorn Bow"

Version 0.47.4-PB - Performance Improvements

  • We've made some behind-the-scenes changes to boost performance (especially on lower-end devices). The problem is that a few UI elements might've broken. The good news is they’re usually quick fixes once identified, and we’ve already tackled most of them. If you do come across anything weird or buggy, feel free to report it.
  • Fixed equipment when the tier is higher than allowed. You may notice upgrade refunds in your inventory if your character was affected.

Version 0.47.3-PB - Minor Hunting Changes

  • This is a larger behind-the-scenes update, so there aren't many visible changes.
  • Hunting EXP and efficiency have been added to the shrine.
  • Hunting decay now occurs every 4 hours instead of every 3 hours.

Version 0.47.2-PB - New Collectables

  • Added 18 new collectibles. These are harder to obtain than standard collectibles and are found in higher level areas.
  • Added new tavern tags: "Off-Topic" and "Games".
  • The tavern now hides "Off-Topic" and "Games" tags by default to reduce irrelevant content. These topics are still available and can be enabled manually.
  • Trade-locked classes can no longer contribute to the shrine, as they are meant to be fully isolated from the game's economy.
  • Fixed a bug that occurred when viewing sent messages deleted by the recipient.

Version 0.47.1-PB - Tavern Clarification

  • Made minor improvements to the tavern anti-spam detection.

Tavern Clarification We’ve noticed some confusion about why the goal system is part of the Tavern. So, let’s clear that up.

First and foremost, the Tavern system is completely experimental and we’ve been very open about that from the beginning. That means we’re approaching it differently than other parts of the game.

Originally, the Tavern wasn’t even meant to be part of the game. We used to rely almost entirely on Discord for things like announcements and communication. However, with the recent news that Discord is planning to go public and launch an IPO, we’ve started thinking ahead. A company going public is usually the point when platforms begin to change - often in ways that put profit over user experience. (There’s even a word for this: enshittification.)

Based on how things usually go when a company goes public, we’re genuinely concerned that Discord might follow a similar path. That’s why we’ve made a conscious decision to reduce our reliance on it and start exploring other ways to engage with the community… just in case things go south. Now, to be clear… this isn’t a guarantee. Discord might not change at all. But we’d rather stay ahead of the curve than be caught off guard if it does.

With all that in mind, we introduced the Tavern as an experimental way to communicate in-game. Everything in the Tavern is part of a trial-and-error process. We’re simply testing different ideas to see what works and what doesn’t. The Tavern isn’t meant to be a full-on replacement for Discord. Both can exist side by side. The goal here isn’t to ditch Discord completely... it’s simply to avoid becoming too dependent on it.

Nothing is set in stone. If the system doesn’t serve us or the community well, we’re fully prepared to scrap it entirely. But the objective is incredibly clear… we want to reduce our dependence on Discord, and the Tavern is one step toward that.

Again, we really want to emphasize that the Tavern is very much in an experimental phase. So things might change… possibly a lot… as we figure out what makes sense for the game and the players.

With all that said, just because the Tavern is experimental doesn’t mean it’s a free-for-all. Our Code of Conduct still applies, and that includes things like spam - which many of you have rightly raised concerns about. We’re actively working on better ways to reduce spam, while also rewarding players who genuinely contribute to the conversation. At the end of the day, a lively Tavern with the occasional low-effort comments is still far better than an empty, abandoned one.

Since this is all still in testing, if the Tavern ends up unused or becomes a mess we can’t clean up, we won’t hesitate to shut it down and go back to the drawing board.

Simply put, let’s see how things go. We hear your concerns about spam, and we get it. But with a few tweaks, and further improvements to our auto moderation system, we believe the Tavern can become a fun, useful space for players to connect. And if it doesn’t work out? Back to the drawing board. That’s the whole point of experimenting - to try things, learn, and improve.


Version 0.47.0-PB - Museum

Museum

  • The museum is a place where you can track your collections - skins, backgrounds, and even collectibles.
  • Collectibles must now be "used". After being used, they are added to your museum collection.
  • We plan to introduce more collectibles in the future, particularly rarer ones.
  • Once a collectible has been added to the museum, it cannot be removed.
  • Each category has its own set of milestones which give out shards and tokens.
  • Collectibles milestones count your total items collected (rather than unique items). This also applies to enemies.
  • Enemies are tracked in the museum from today onwards. Every enemy you defeat is tracked in the museum.

More

  • Introduced a strike system. If you violate our Code of Conduct, your account will receive a strike. The strikes change in severity: from warnings to suspensions. Your strikes can be viewed on your character page. Other players cannot see your strikes.
  • Added small daily and weekly goals in the tavern that distribute a nominal number of shards for contributions.
  • Fixed special items background in vendor.
  • Fixed guild component reparation costing more marks than listed.
  • Added tavern posts to the metrics list.
  • Fixed bug when releasing a pet with a custom name.
  • Fixed page refreshing bug on mobile.
  • Fixed bug when attempting to trade with a person who is trade locked.

Version 0.46.0-PB - Merchant Updates

  • All past seasonal campaign skins and pets before July 7th 2024 are now available in the Legacy Vault merchant.
  • The prices for pets are purposefully expensive for two reasons:
    • To maintain strong incentive for obtaining pets through the event itself.
    • To anticipate future updates where shards will be obtainable through other methods, ultimately making top-tier rewards more accessible over time.
  • More ways to obtain shards will be introduced in the future.