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Version 0.32.1-PB - Bug Fix

  • We’ve fixed an issue where pets with low health were sometimes bringing back more loot than they should have. Players noticed a mismatch between the “X Pieces of Loot” badge and the actual loot received - it was higher than expected. This has now been resolved, and the loot you get will match what’s shown on the badge.

Version 0.32.0-PB - Pet Battle Improvements + More

Pet Loot

  • Pet's can now obtain loot when returning from battles. We've intentionally set the loot rate to be fairly low as to not render battling useless. It's intended to be supplemental and to give pets more utility.
  • The chance of loot per enemy is entirely dependent on your Pet Mastery level. The higher your pet mastery level, the chance of obtaining loot increases. It currently scales from 2.5% to 10%.
  • When a pet has finished battling, you will get an in-game notification with a breakdown of experience and loot.

Pet Battle Lengths

  • We've made some adjustments to the length of pet battles to make them more "idle friendly". However, because of this change, you may notice some differences between sending your pet at a lower level area rather than a higher one.
  • Higher-level locations might lead to shorter battles compared to lower-level locations as your pet won't be able to keep up at the same rate, which means you’ll need to check in on your pet more often. You’ll need to weigh the trade-offs whether its worth the extra effort of a more “hands-on” experience in higher-level areas for faster EXP gains, or sending your pets to a lower-level area for a more relaxed approach.
  • Because the "idle time" is now longer for pet battles, we've changed EXP/s target range from to 0.3 to 2.5 (from 1 -> 3) depending on the location.
  • Depending on the pets stats, and where it is battling, is it theoretically possible for a pet to battle for longer than the idle cap allows (currently 160 minutes). This is because the cap is applied only applied to the character itself.

More Pet Changes

  • We've increased the maximum amount of pet happiness per pat 45 to 120. This means, at level 100 Pet Mastery, a pet will gain 120 happiness every time you pat instead of 45.
  • Added some lil heart effects when patting a pet.
  • General UI improvements on the pet inventory page.
  • Added a delay when patting a pet to stop the "You are doing this too quickly" error which quickly became annoying.
  • Hidden the "Release" button when a pet is in a battle.
  • Disabled patting a pet when it is in a battle.
  • Added a "Unhealthy" badge to the pet if the pet is below 90% health as it significantly affects battling.
  • Added a few helper boxes to help new players understand some of the pet mechanics.

More

  • Added 5% magic find to tier 2 shrine and 10% magic find to T3 shrine.
  • Enemy scaling will be a permanent feature. Because of this, we have removed the membership requirement for scaling enemies.
  • Small UI changes.

Version 0.31.4-PB - Performance Improvements

  • Significant performance improvements (particularly when starting a new action)

Version 0.31.3-PB - Small Improvements and Bug Fixes

  • Increased the maximum magic find value to 40% when scaling an enemy (from 35%).
  • Fixed a bug that ignored the page value when sharing an item database URL.
  • Updated stats for equipment item stats on the wiki (Contribution by @Erol314 on GitHub)
  • Added missing item types to wiki (Contribution by @Erol314 on GitHub)
  • Fixed a bug that caused some users to be unable to attack an enemy if scaling was previously enabled.
  • Fixed requirements for "Phoenix Crown" item.
  • Fixed typo in the wiki.

Version 0.31.2-PB - Balancing Changes

Increased the chance of loot for all enemies by 20%. Please note that this is relative 20%. For example, if the old chance of loot was 40%, the new chance of loot will now be 48% (as 40 + 20% = 48).

We’re taking a cautious approach to increasing loot rates and will continue to monitor them closely. We are likely to make further adjustments in the future.


Version 0.31.1-PB - It's IdleMMO's birthday!

IdleMMO v0.31.1-PB - 6th December 2024

Celebrate IdleMMO's first birthday with a unique birthday cake that is given to everybody in the game*.

  • The cake offers double experience points for up to 3 hours after consumption.
  • *Only characters created before 1PM UTC December 6th 2024 are eligible for the reward.
  • The cake is only given to characters that are active between now and 1PM UTC December 7th.
  • It may not be distributed immediately, and instead may take up to 20 minutes of active gameplay per character (usually its less than this). You will receive a notification in-game when you receive the cake.

To read more about the last year of IdleMMO, check out our blog post here:

https://blog.galahadcreative.com/idlemmo-a-year-in-review/

More Changes

  • Fixed hunting efficiency bug causing unexpected results.
  • Decreased decay rate range to 5% to 20% from 10% to 25%. (This basically means less enemies will flee over time.)
  • Because of the way we handle hunting efficiency, it is no longer possible for negative effects to be applicable to the hunting system. Therefore we have removed the negative hunting effects from exhaustion.
  • Fixed heading typo in the market filter on the apps.
  • Hidden "Max Tier" when inspecting items that can't be upgraded
  • Disabled upgrade button if the maximum tier has been reached in the inventory.
  • Fixed heading for the "Remove Gold" dialog box when trading.
  • Fixed bug that shown enemies higher than your combat level when power hunting.
  • Fixed bug that allowed some characters to participate in dungeons in other locations.
  • Item effects (such as those from bows) will now be shown on the forge page.

Version 0.31.0-PB - Equipment Buffs

In this update, we’re focusing on addressing concerns about the effectiveness of equipment in the battle system. As noted in a prior update, the recent battle rework made enemies significantly stronger, which has highlighted a new issue - equipment feel almost ineffective. On top of that, players have been relying heavily on food during battles, turning combat into an unexpectedly costly action.

To address this, we are essentially buffing every single equipment by buffing it's range. The range is from the weakest to strongest. For example, if the range of the sword's Attack Power is 1 -> 250, then that means the weakest sword is 1 and the strongest sword is 250. All weapons within that range (for example, mid-level weapons) will also receive a boost. However, please note that this is strictly not incremental. This also means that equipment at the lower end of the spectrum will receive less "buffs" than those at the higher end.

Swords

  • Increased range to 4 -> 400 attack power from 4 -> 250 (+60%).
  • Doubled critical damage.

Bows

Our concern with bows is that they were rendered almost pointless in the previous set-up - having pretty much zero utility and no reason to opt for a bow - they served very little purpose. In order to achieve our goal of giving each weapon type a different utility, we have decided to shift the purpose of the bow to be slightly stronger than a sword in outright attack, and to now marginally improve the characters hunting efficiency.

  • Increased range to 6 -> 450 attack power from 2 -> 250 (+80%)
  • Added hunting efficiency for legendary and mythic bows.
  • Doubled critical damage.

Daggers

  • Increased the range to 2 -> 200 attack power from 2 -> 125 (+60%)
  • Double critical damage.

Weapon Overview

These changes give each weapon its own distinct utility, depending on the type of gameplay you prefer.

Swords: Although they don’t deliver the highest damage, swords are well-rounded. They allow you to equip a shield, offering additional protection against enemies.
Daggers: When dual-wielded, daggers offer similar damage output to swords. However, they have greater potential because each dagger can be upgraded individually, giving them a higher damage ceiling compared to their sword counterparts.
Bows: The best in terms of raw damage output, making them effective in battle. However, there is a slight trade-off as they occupy both slots, limiting additional equipment options. Their strength now lies in their hunting efficiency, offering an advantage outside of combat.

Shields

  • Increased the range to 1 -> 90 from 1 -> 61 (+47%)
  • Added Accuracy and Agility to mythic items.
  • Added Agility to Legendary items.

Chestplate

  • Increased the protection range to 3 -> 180 from 2 -> 125 (+44%)

Boots

  • Increased the protection range to 1 -> 85 from 1 -> 54 (+44%)
  • Added Movement Speed to Legendary and Mythic items.
  • Added Agility to Legendary and Mythic items.

Greaves

  • Increased the protection range to 1 -> 85 from 1 -> 54 (+48%)
  • Added Agility and Accuracy to Mythic items.
  • Added Agility to Legendary items.

Gauntlets

  • Increased the protection range to 1 -> 90 from 1-> 61 (+47%)
  • Added Agility and Accuracy to Mythic items.
  • Added Accuracy to Legendary items.

Helmet

  • Increased the protection range to 1 -> 90 from 1 -> 45 (+100%)
  • Added Agility and Accuracy to Mythic items.
  • Added Accuracy to Legendary items.

Upgrade Limits

Instead of having a hard limit on upgrades solely based on item quality, we are introducing a system where the upgrade limit is tied to the item itself rather than its quality. This means that a stronger legendary helmet might allow for more upgrades than a weaker legendary helmet, even if they share the same quality tier.

We made this change to provide a stronger incentive to switch to better equipment. By allowing higher-tier items to have a greater upgrade ceiling, players have more reason to seek out and replace older gear.

Because of this change, any existing items that currently exceed their new maximum upgrade limit will be automatically downgraded to align with the new system. Any excess upgrade stones from this adjustment will be returned to your inventory.

This change in upgrade limits will take between 24 and 48 hours for it to take effect.

Final Notes

We will continue to closely monitor the situation and make further adjustments if we find that the equipment remains either underpowered or overpowered. Balancing is a difficult and ongoing process, and we appreciate your patience in this.

The changes to the stats may not take effect immediately, as they need time to propagate across the server. It could take up to a few hours for these updates to reflect on your account and impact battles. If you notice a delay, you can force an update by unequipping and re-equipping your equipment, which will refresh your character's stats.


Version 0.30.5-PB - Bug Fixes

  • Added guild "Deputy" role which has the same permissions as the guild leader role but they cannot delete the guild. View the game wiki for a complete breakdown.
  • Guild officers can now refresh challenges.
  • Added a minimum level to some guild challenges behind-the-scenes to prevent the harder challenges from appearing when the guild is new.
  • Increased the challenge refresh range to 2 to 5 (previously 1 to 4).
  • Added item inspection button to the guild challenge window.
  • Increased chance of loot for higher level enemies. For example, werewolf has been increased from 30% to 40%.
  • Fixed bug that resulted in duplicated challenges when refreshing.
  • We’ve made some tweaks to the requirements for certain loot guild challenges to make them a bit easier. Getting these just right on the first try is tricky since they they can shake up the market which is hard to predict. For now, we’re closely monitoring how things play out and will make further adjustments as we gather more data. In other words, if you’re finding the current enemy loot requirements too tough, don’t worry - more adjustments are on the way in the coming weeks. Going forward, over the next few weeks, we probably won’t announce every change to the requirements as they might shift from day to day. This is just a heads-up that you might notice some discrepancies when generating or refreshing new ones.