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Dev Update #29 - Progress Update

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Dev Update #29 - Progress Update
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Hey Everyone!

Our last Patreon Post was a fun one, so if you missed it, we’d definitely recommend checking it out. We gave you a first look at Mevlor Idle 2’s opening video, an animated introduction to the lore of Melvor. You can check that out here:

https://www.patreon.com/posts/special-dev-to-153470806

We don’t have much to show off today. However, we wanted to at least let you know what we’ve been up to.

Combat Update Status

We’re making good progress on getting everything ready for Patreon release. The substantial amount of Skills and content that has been added so far requires a lot more testing, refining, adjustments, and sometimes complete redos.

This is what has been added so far:

12 new Skills

620-ish new Items

135-ish Monsters

7 Combat Areas

13 Slayer Areas

4 Dark Combat Areas

11 Standard Dungeons

32 Magic Spells

18 Magic Imbuements

34 Prayers

Equipment System for Combat & No-Combat

3 new categories of Ranching Animals (Wolves, Dragons, Gem Golems)

New Hunting area (Torag Grounds)

New high level Coal vein.

New special Tree in Woodcutting, used for many efficiency-boosting bonuses.

Special logs to burn in Firemaking that grant Prayer Points

There’s still plenty more for us to add, including:

Mastery Guilds for new Skills and Combat

Missing Mastery Guild bonuses for existing Skills (where possible)

New Pets, including Combat Pets.

Survey feedback changes and additions.

Skilling Tool reworks based on feedback.

Miscellaneous content additions in existing Skills.

Miscellaneous game features and stability improvements.

While working on an update like this, we tend to run into design issues that we didn’t foresee during the planning stage. Sometimes the plan looks good on paper, but after implementation it falls over fast. This was the case with Agility, and it has since been reworked mechanically over the last two weeks.

Herblore went through a similar process last month where testing the Skill led to us finding design problems, and we adjusted course and reworked some core mechanics.

We would like to get this update out some time in April, but we can’t confirm if this will 100% happen. Keep your eyes peeled on these posts for any further information on a possible release date.

🏋️ What the team have been working on 

Here’s what the team has been working on since our last post! 

Development

Malcs:

Reworked the core Agility mechanics and content. This took up most of the last two weeks.

Implemented new animals into Ranching.

Implemented additional mechanics into Thieving.

Worked with the UI Studio who is implementing the new UI, while also designing Farming and Combat UI.

Continued to update existing UI elements for new content.

Implemented many miscellaneous additions.

Has begun planning Mastery Guilds for the new non-combat Skills.

Coolrox:

Implemented the new Scaling Backgrounds for combat, and the system for scaling the sizes of enemies within the Combat view.

This also included working to optimise the VRAM usage of these backgrounds (and other assets in the game).

Continued to implement new features for Combat and related skills (e.g. updated Ward mechanic), to make improvements to existing features (e.g. health progress bar updates), and to fix bugs as they’re presented. 

Other general engine improvements, including changes to how data is handled for better consistency, and updating to Godot 4.6.1

Game Design

Prat:

Continued to implement, test and tweak content for Combat. This week saw a considerable change to DPS values, as the original calculated values weren’t lining up with the reality when implemented in-engine.

Artwork

Tapi:

Completed the first combat background! It’s looking absolutely amazing in-game, and will really bring Combat to life (we will show at a later date).

Started work on the various NPCs for Thieving!

Tapi is now on leave for just over two weeks.

Ash:

Worked on Beastslayer armour sets! Check out the examples below!

Also worked more Monsters! There are loads more in the backlog, so this will be a pretty constant focus over the next while.

Conclusion

As always, please let us know what you think in Discord! We’ll be back next week with another Dev Update.

See you around!

- Malcs & Althalus

Melvor Idle PATREON 23 favs
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POSTEDApr 2, 2026
ARCHIVEDApr 2, 2026