Hey Everyone!
We’re getting closer and closer to our biggest update. We’ve been making really encouraging progress towards having all of the skills and features ready to go. There’s still a lot to do before we’re ready to launch the update, but today we’re ready to talk about another one of the features that’s coming with the next Major Update.
💰Thieving Preview
Thieving is making its return to Melvor Idle 2 alongside some new mechanics and improvements!
We quite liked the implementation of Thieving in Melvor Idle, so we kept most of the core mechanics and spiced it up a bit more to create a bit more variety.
What’s the same?
These mechanics are returning to Thieving:
Stealth and Perception, and how it's calculated.
Taking damage from failed pickpocket attempts, plus being stunned.
Common and Rare unique drops from what you’re pickpocketting.
What’s new?
Here’s what’s new in Thieving for Melvor Idle 2.
Stalls
Stalls are a new type of action to steal from and are a low risk, low damage, less efficient method of training Thieving. Their purpose is to provide a slower training method that deals less damage for those who may have low HP levels or Food.
Most Stalls contain generalised materials like Crafting materials, Seeds (including Orchard Seeds!), Cooking materials and more.
Locked Chests
Another new type of action to steal from are Locked Chests. Some locations in Thieving have a Chest that can be looted assuming you can pick the lock by using Lockpicks. Lockpicks can be found on various NPCs, and will need to be equipped to your Toolbelt to use.
These chests have a low success chance and high damage output, but the contents of the chests are quite plentiful.
On top of that, you’ll be able to find super rare “Locked Chest Keys” on NPCs that will allow you to bypass the lockpicking step entirely.
Heists
An exciting and unique new addition to Thieving! Heists are Thieving’s version of a Dungeon - a difficult multi-step Thieving action that provides large rewards at the end. They provide the highest XP/hr, deal the highest amount of damage, but also provide by far the best rewards in the Skill.
As you traverse through Heists, each step completion may reward you with common loot & currency as well. If you fail a step, don’t worry! It will repeat that step until you can get through to the end.
Heists also have additional mechanics attached to it where you can unlock bonuses to speed up completions by locating certain items or reaching certain Skill levels (mostly Agility).
New Stat - Fortune
Fortune is a new stat much like Stealth that can substantially increase the quantity of items received from Thieving. This stat has the ability to scale quite high, allowing up to 300% extra quantity of items received from Thieving.
Distractions
Each Location in Thieving has something called Distractions - permanent bonuses that can be unlocked by meeting the requirements attached to them. These are generally easy to unlock, if you have the external skill levels and resources to do so.
Unlocking Distractions will take you all around the game, and provide a nice little bonus to every action within the area when unlocked.
What’s the status of the update release date?
We know you want to get your hands on the update! It’s extremely exciting for you as well as us, and we’d like to get your hands on it ASAP.
Here’s where we’re at with the update:
Agility has taken up a lot of Malcs’ time in the last few weeks, requiring many reworks and complete balance changes. It’s almost at a point we’re happy with, but it still needs some fine tuning.
Thieving Heists required some more adjustments to their rewards, which is now almost complete.
Mastery Guild task creation for the new non-combat Skills are underway! General rule is it takes about 1 day per guild to create and implement, assuming it all goes smoothly.
Rune and Ranged Ammo consumption is still getting finalised to match where Fletching and Runecrafting will sit in terms of planned item rates.
Artwork is progressing well, however there’s still a lot to work on! With Tapi being away, it has slowed down progress on this end. We’ll keep chugging along and will get as much as possible completed prior to the update.
There’s still some UI that needs to be sorted, specifically Agility and Combat.
We’ll keep you updated when we plan to release this update.
🏋️ What the team have been working on
Here’s what the team has been working on since our last post!
Development
Malcs:
Continued work on reworking and balancing Agility.
Implemented a new mechanic to improve the feeling of reward.
Added new mechanics to Thieving targeting Heists and their rewards.
Started work on Mastery Guilds for non-Combat Skills.
Reworked the Offline Progress summary UI.
Reworked how Combat Effects are displayed in the game.
Implemented Geodes alongside its pretty cool unique rewards you can get from them.
Coolrox:
Implemented Bank Search feature.
Finalised technical requirements for most Combat Effect Modifiers.
Reworked Offline Progress to separate progress based on “Entity” (per Skill, basically).
Has been working on Cloud functionality and stability.
Reworked a lot of it to automatically handle disconnect and reconnect events.
Fixed long-standing bugs where no internet would not allow the game to close.
Fixed bugs with the presence feature not working all the time.
Further improvements to the backend to allow for easier cloud additions later on.
Other general work (such as updating our Godot version, fixing issues with trackers, etc).
Game Design
Prat:
Continued to test and iterate on various aspects of Combat and other upcoming content.
Particular focus this week has been on finalising many balance aspects around gear, and on refining progression and numbers for Slayer.
Also working on various maintenance tasks in the backend to allow for more efficient game design and number crunching in the future.
Artwork
Tapi:
Still on leave, due to return next week!
Ash:
Continued to work on artwork Monsters - take a look at the Kraken down below 👀
Conclusion
We hope you’re looking forward to playing Thieving! As always, we’ll be continuing to work hard on our next update. We’ll be back next week with another progress update, and as always we’ll be hanging out in Discord!
See you around!
- Malcs & Althalus