Hey Everyone!
It’s been another productive week for Melvor Idle 2 development! We’re still hard at work on the next Major Update, and this week we’re going to give you a preview of our progress on Herblore!
We've also been reviewing all the feedback from the most recent survey! Lots of positivity around the Hunting update which is great to see. We hope to release a Minor Update soon to address some of the feedback.
Let’s take a look at what we’ve been cultivating for Herblore…
🌱 Herblore Preview
Herblore is getting a bit of a rework in MI2 which targets Potion progression, and also how Potions themselves are designed. There is now an element of choice as to what bonuses you want to target within Skills around the game.
Let's take a look at the new setup.
Potion RecipesPotions are broken down into this style of Recipe:
Empty Vials
Herb
Secondary Item
Empty Vials are created in Crafting (and will eventually be purchasable from the Shop). The update with Herblore will massively buff the output of Empty Vials created.
Potions also no longer have charges. Its now 1 Potion = 1 Use. Expect to be showered in large quantities of Potions.
Potions are now based on their SkillMost Potions will be grouped on a "per Skill" basis where you select the Skill you want a Potion for (like the Woodcutting Potion), and then create that Potion. The Potion you create and the bonuses you receive will depend on a few extra selections chosen within.
Combat Potions follow a similar theme, however they instead will target the 3 Combat Styles (like a Melee Potion), Prayer, Slayer, or other miscellaneous areas of Combat.
Potion TiersTiers define the overall strength/power of the potion you are creating. The current Tiers in order are:
Standard Potions (Standard Woodcutting Potion) - Starting at Level 1
Super Potions (Super Woodcutting Potion) - Starting at Level 70 or 80
Elite Potions (Elite Woodcutting Potion) - Starting at Level 100, not available on release.
Super and Elite Potions are simply better versions of the Potions from prior Tiers. Once you unlock a new Tier of Potion, then you'll always want to brew that Tier.
Potion Potencies & ClassesWithin Potion Tiers, you'll come across Potencies and Classes as your final choice before brewing.
There are currently 2 Potencies - P1 and P2. P2 Potions are stronger than P1. The higher the potency, the better the bonuses are.
Classes are broken down into letters - like A and B. When you come across two different classes within a single potency, you'll be making a choice - which additional bonus do you want on your potion?
Class A and Class B will each add a different bonus to the Potion depending on which one you choose. These are designed to target different areas of the Skill, so your choice will matter in this instance.
Putting it all togetherCreating a higher Tier of Potion (Like Standard -> Super) will combine all bonuses from the previous Tier, acting like a Quality of Life improvement to your Potions while also rewarding you for your progression in the Skill.
Here is an infographic for the Woodcutting Potion that puts all my words above into a single infographic.
Choosing Potions to BrewYou are always able to choose any Potion of any Tier of any Potency of any Class to brew. You'll never be locked out of lower Potencies or Tiers (like MI1 lol).
Upgrading PotionsThere will be a mechanic in game that allows you to upgrade Potions from P1 -> P2. How this will work exactly is still to be confirmed, but it will most likely be part of the Mastery Guild rewards. Just wanted to mention that this is a mechanic that will be included.
Equipping PotionsEvery non-Combat Skill has a dedicated Potion Slot within their Toolbelt. This is where you will equip your Potion and use it.
Combat Potions go inside the dedicated Potion Slot within the Combat Toolbelt. Each Loadout has its own Toolbelt, so you can have different Potions active depending on what Loadout you have active.
ConclusionThat's all for now regarding Herblore! We hope you're excited for the reworked Herblore. The new setup incorporates player choice, while also rewarding you for progressing the Skill by combining those choices into a single strong Potion.
We didn't go into detail about the actual creation process just yet as this is still in mechanical testing, but it has a similar interval process to Hunting without any RNG.
🏋️ What the team have been working on
Here’s what the team has been working on since our last post!
DevelopmentMalcs:
Continued work finalising non-Combat Skills for the Major Update, with a majority of the focus being on Herblore and Thieving. Great progress being made here!
Coolrox:
Implemented a new resistance / damage reduction system. This system is designed to allow DR to scale much better than previously, especially useful for high-level content.
Continued to work on the implementation and display of various combat stats.
Fixed more bugs! (Including one that caused prayer point cost to always equal 1).
Game DesignPrat:
Continuing to implement and test content for combat. Recent focus has been on the core experience of using various combat styles, stances and mechanics.
Helped Malcs to iterate on the initial Combat UI, notably around displaying stats and item information
Also identified a few bugs for Coolrox to fix
ArtworkTapi:
Working on the first reworked combat background concept! We're going to be using the background in Combat to help visualise the true scale of Monsters.
Still working closely with Ash as she gets up to speed!Ash:
Getting up to speed (very quickly)! Currently working on items - satchels, baskets, armour pieces etc. Check out the examples of the satchels (used in Hunting) below!
Also working on sketches and designs for some new monsters!
Combat Background sketches from Tapi:
Monster colour ideations from Ash:
Beastcrafting Artwork from Ash:
ConclusionWe hope you enjoyed this week’s preview of Herblore! As we continue to work on the next Major Update, we’ll continue to give you these previews as much as possible.
See you around!
Malcs & Althalus