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Version 0.30.4-PB - Bug Fixes

  • All guild raids now have a limit of 4 per 24 hours, instead of 3.
  • The guild raid cooldown is now calculated when the raid starts, rather than when the raid ends.
  • Guild mastery EXP when contributing to a challenge now scales with the item value rather it being a fixed number. The EXP is currently set a 1/4th of the value of the item with a minimum of 2 EXP per item..
  • Challenges no longer require marks to refresh.
  • A guild can refresh challenges for free. The number of challenges that a guild can refresh in a single day depends on the guilds level. It scales from 1 to 4.
  • Added enemy loot to guild challenges.

Version 0.30.3-PB - Improvements

  • Updated the overview box to show for all actions (dungeons, world bosses, etc) rather than just the primary skills.

Version 0.30.2-PB - Overview Box

  • We’ve introduced an overview dialog box that pops up when you load up the game for the first in a short while. It gives you a quick summary of your last completed action and includes a handy button to jump straight back in. For now, this feature is available only for primary skills like Cooking, Woodcutting, and others.

Edit (28th November 2024): We accidentally deployed an change to the token cost for the shrine earlier than planned within this update. Instead of reverting it and reintroducing it later, we’ve decided to leave the change in place. As part of this update, the token-to-gold ratio when donating tokens to the guild has been adjusted to 150 gold.


Version 0.30.1-PB - Guild Raid and Scaling Changes

Guild Raids

We noticed that the guild raid cooldown felt a bit too restrictive, making it challenging for guilds to coordinate raids with their members. To address this, we’re tweaking the system to make it more flexible while still keeping the number of raids manageable. Instead of an immediate 6-hour cooldown, guilds will now have a limit of raids they can perform in a 24 hour period. This limit is set per-raid. Right now, the limit is set to 3 for all guild raids.

Level Scaling

The level scaling previously failed to adjust enemy HP properly, meaning it was not true scaling. This bug fix will lead to a significant shift in how battles will play out after this update.

To address this change effectively, we are extending the testing period by another two weeks to gather feedback and make further adjustments.

One issue we have observed, and are actively reviewing, is that now, with enemies being significantly stronger after the battle rework, equipment improvements feel almost ineffective. The incremental boosts provided by each piece of equipment currently have little impact on the outcome of battles. Post battle rework, the balance has now shifted slightly too far in the opposite direction. Previously, equipment felt ineffective because enemies were too weak (and thus the equipment was too "strong" in a sense). Now, post-rework, equipment feels underpowered as enemies have become significantly stronger.

Because of this, we’re taking a closer look at the stats provided by equipment.

Other

  • Increased the size of the power hunt enemy on mobile.
  • Increased the size of the map on the apps.

Bug Fixes

  • Fixed bug that allowed some users to bypass the class change cooldown.
  • Fixed bug that sometimes caused hunting to double.
  • Fixed power hunting maximum time to 25 minutes.
  • Performance improvements.
  • Fixed guild seasons overlaying the action bar.
  • Fixed incorrect forge EXP for the item "Stormguard Shield"
  • Removed interactive hunting setting from the settings page as it is no longer needed.
  • Fixed item rarity classification causing items with 1 in circulation to be considered as "No one has this item yet".

Version 0.30.0-PB - Power Hunting

We've observed that the new interactive hunting mechanic, even though it's completely optional, can make you feel like you have to use it or risk missing out on experience points.

We get how that can create unnecessary pressure. While we can't entirely eliminate this issue without removing the feature altogether, our goal with this change is to keep the hunting interaction optional and help ease the feeling that you need to constantly watch the hunting page for enemies to appear.

The following changes have been made:

  • Interactive hunting is now called "Power Hunting" and is enabled by pressing the "Power Hunt" button while you are hunting.
  • Instead of being a constant task - where you might feel compelled to engaged constantly to avoid losing experience - you can now engage in power hunting in focused sessions.
  • The length of these sessions is entirely determined by your Hunting Mastery level. The higher your mastery, the longer the session. - It starts at 10 minutes for lower levels and extends up to 25 minutes at the maximum Hunting Mastery level.
  • Once the power hunt has ended, it will require you to wait a short, one-hour cooldown, before initiating another power hunt.
  • The cooldown starts immediately after the hunt has ended (even if you end it early).
  • Since this hunting mechanic no longer runs constantly during hunting, we’ve increased the range of experience gained per enemy to make each encounter more rewarding.
  • We've also slightly reduced the time it takes for an enemy to appear on your screen.
  • We’ve enhanced the UI to provide clearer feedback on the amount of EXP you earn when manually encountering a bonus enemy.
  • We’ve adjusted the enemy’s position on the screen so that it now appears in slightly random locations. = Fixed a bug that caused the "The enemy is not ready yet" bug.
  • We've slightly adjusted the size of the enemy depending on your screen size.

The "Power Hunting" mechanic is still in testing, and we greatly appreciate all the feedback you share on our Discord.

More Changes

  • Fixed typo in the "Hunting and Battling" wiki page. (Github contribution by @thzunder)

Version 0.29.0-PB - Interactive Hunting

Interactive Hunting (Testing)

We’re testing out a new optional interactive twist to the hunting mechanic. Now, enemies will pop up at the bottom of your screen, you can tap on them to add them to your enemy list. As a bonus, you’ll be given some extra EXP based on your hunting mastery level.

The enemies will only appear on the battle screen while you are hunting.

This feature is entirely optional - you don’t need to use it to hunt and you can even disable it in your character settings. Our goal here is to experiment with a touch of optional interactivity during some actions.

During this testing phase, the feature is open to everyone - no restrictions at all! Feel free to give us feedback on our Discord.


Version 0.28.1-PB - Shrine and Pet Battle Adjustments

Shrine Token Adjustments

We have reduced the token-to-gold conversion rate to 200 gold per token. Upon release, we quickly realized that the rate was significantly over-tuned. Tokens were introduced as a supplemental way to contribute to the shrine, but it quickly became apparent that reaching the tiers solely through tokens was far too easy.

The shrine is meant to be a community-driven goal, encouraging everyone to work together. It’s not intended for any single person to fund it daily. However, the current conversion rate made it far too easy for one individual to heavily influence the shrine, which goes against the spirit of what we aimed to achieve.

We understand that this change is challenging to balance properly because there are so many factors at play:

  • Some players may have accumulated large hoards of tokens since the game's release, simply because they’ve never had a strong reason to use them.
  • With the latest shrine changes, more players are incentivized to contribute, making it easier to reach the limits.
  • The increase in tier requirements (which have not yet taken affect due to the shrine refreshing before v0.28.0-PB) will affect how easy the tier is to reach.

We’ll keep a close eye on the shrine situation. If the third tier continues to be too easy to achieve for an extended period, we may need to make further adjustments. The third tier is meant to be a challenging milestone, and having it reached every day takes away the “special” significance it’s supposed to have.

That said, we are certainly mindful that the current circumstances might result in an inflated and abnormal number of tiers being reached. We’ll continue to monitor the situation and make further adjustments if necessary. If we find that the new rate is too low or still too high, we’ll increase it accordingly.

Pet Battle Scaling

The number of pets you can send on battles at the same time now scales with your Pet Mastery level. Instead of having a fixed number of 5 battles, it now scales from 2 to 10. This means that, if your pet mastery is at level 100, then it will mean you can send 10 pets to battle simultaneously.

Shrine Combat Buff Adjustments

We have lowered the combat EXP boost obtained from the shrine. We recognize that the combat EXP boost from the shrine was slightly over-tuned. This issue is particularly noticeable when fighting high level battles, such as the highest-level dungeon, where the EXP gain becomes disproportionately high. The situation is further made worse when combined with potions that enhance battle EXP.

To address this, we considered two options:

  • Limiting the combat EXP boost to the battle system only, meaning dungeons and guild raids would no longer be affected by the shrine.
  • Reducing the overall combat EXP boost while keeping it shrine-compatible.

We chose the second option, as we believe it better serves the community as a whole. We will continue to monitor this adjustment and make further refinements as needed.

More Changes

  • Replaced the infinite scrolling in-game notifications box with a "Load more" button as the infinite scrolling was not working on some Android devices.
  • Increased the number of notifications per load from 5 to 8 (meaning more notifications are shown without the need to load more)
  • Added the ability to disable character interactions in the settings page.
  • Added a cooldown for the number of interactions a character can receive within 30 minutes.
  • Added leaderboard for shrine token contribution.
  • Updated classification for item rarity as it failed to scale with the increased number of characters.
  • Fixed a bug that did not distribute the gold bonus when registering an account.
  • Email two-factor authentication is now an option and can be enabled in the settings page.

Also, please note that the new shrine requirements introduced in v0.28.0-PB have not taken effect yet as the shrine was reset before the update was deployed. The shrine will correct itself at the next reset. This update has not changed the new requirements.

TLDR; Shrine adjustments (less gold per tokens, and reduction combat EXP boost), pet battle scaling (can now battle up to 10 pets simultaneously), leaderboards for shrine token contributions, and bug fixes.


Version 0.28.0-PB - Shrine Adjustments and Waving

Shrine

We have made changes to the shrine system to address concerns about its activation timing. We recognize that the previous setup was unfair to players in certain time zones, making it difficult for them to benefit from the shrine's boosts.

Because of this, we are making the following changes:

  • Shrine boosts can now be manually activated any time after reaching the tier, up until reset time. The duration of the boosts can last up to 3 hours, depending on when they are activated. A tier now only "expires" at reset.
  • If you activate the boosts close to reset time, they will only last until the reset.
  • To activate the boosts, go to the shrine and click "Activate" on the desired tier. The boosts will be applied instantly.
  • You can choose to extend the boosts by activating one tier at a time or combine them all by activating all boosts at once.
  • You can now contribute to the shrine using tokens. They will be converted at a ratio of 800 gold per token.
  • Tokens can only be contributed to the shrine once a character reaches a total level of 600, serving as a measure to prevent abuse.
  • A combat experience boost has been added to the shrine.
  • Considering the changes mentioned above, along with the fact that the shrine requirement hasn't been adjusted for inflation since its introduction, we have slightly increased the requirements needed to reach a tier.
  • Added a "Shrine" wiki page that gives an overview of the shrine.
  • A "Read More" link has been added to the in-game notification, directing users to the wiki for a better understanding of the shrine.

These changes not only introduce additional benefits to the shrine, such as combat experience, but also make it more accessible to players in time zones that typically miss out on activating the shrine.

Waving

  • You can now wave to other players in the game.

Bug Fixes

  • Fixed a bug where tapping "Profile" while viewing a guild member on the mobile app would open the profile in the same window instead of a new one.
  • Fixed incorrect requirements for the "Fist of Fury" recipe.

Edit: The shrine requirements have not been adjusted yet as the shrine was reset before the update was deployed. The shrine will correct itself tomorrow (22nd November 2024) with the new requirements.