EDIT 6:30pm AWST
The update has been released as Melvor Idle 2 v0.9.0-alpha.1
We've fixed some save corruption bugs, and also reverted the Farming Mastery Guild changes to v0.8.3-alpha status. We'll reimplement the Farming changes in an upcoming minor update.
The update is now available on Steam, and also via the original Drive download links. Thanks again for your patience!
==== START ORIGINAL POST ===
Welcome to our next Major Update for Melvor Idle 2, finally adding Combat to the game, alongside many new non-Combat Skills and other content additions!
This was an extremely long and difficult update to finalise, and there's still plenty of items on our TODO list to continue working on. We have decided to release the update now as its in a state we deem ready for Patreon testing.
We'll continue to release regular minor updates as we work on further changes, bug fixes, and feedback received from everyone.
RESTART CHARACTER RECOMMENDATION
During the development of an Alpha, there will be updates so large that completely change the progression of a character. This update is one of them.
I highly recommend you restart a new character and experience the game as new, as many systems and been added or changed that fundamentally change how you progress.
We use this Alpha period to collect much needed feedback on how the game plays, progresses, and how you experience it. This information goes into much needed improvements over time, making the game better for everyone as a result. While it may be fun to experience an update with a maximum level character, the feedback we receive from this won't be as helpful as someone who is progressing everything in tangent.
Loading the update with a super high level character is not much different than us testing content via spawning Items or Levels. Yeah, you'll see the how the rates hold up at this stage of the game, and you can experience new content faster, but there's no useful information on how the journey to that point felt. This is the feedback we are after as a priority.
We'll never force you to restart a character, as we will always support existing saves. But please take this as a recommendation to restart and help us shape the game into something incredible!
REMINDER: BACKUP YOUR SAVES BEFORE UPDATING JUST IN CASE
Even though the game keeps regular automated backups, it's always good practice to keep a local copy of your save on your device!
This does not need to be done prior to updating, as no changes to save files are made until you actually load in to them.
How to create a local backup:
Download the update and launch the game.
On the Character Select screen, select the gear icon and select "Copy Save String to Clipboard"
Paste this into a text file and save somewhere on your computer (It's a very long piece of text).
A note about pending Artwork
There's currently a lot of missing artwork assets. Our Artists have been doing an incredible job so far getting assets ready, and they are still working on all the remaining assets!
Back in February, we hired a 2nd full time artist to help with the increase in required artwork. There's around 2,000+ individual art assets in this update alone, and we've manage to fill over half of them already.
With each minor update, we'll continue adding the finished assets to fill out the missing artwork.
How to Download the Update
This update is now available on Steam. Restart Steam to receive the update immediately.
Standalone client downloads are available here: https://drive.google.com/drive/folders/1gh-k8DxOSnBGkFICTgJaPCV3rZ81wcHv?usp=sharing
Feedback & Bug Reports
There's going to be a looooot of feedback and bug reports flowing though with such a large update. The team will be monitoring, collecting and discussing behind the scenes as everything flows through.
Please be patient with us as we find our feet after the initial influx, especially over the upcoming weekend! Tune in to our Dev Updates to see updates on what we may be working on as a result of feedback and bugs we receive.
Reporting a BugAll reported bugs and their current status are found on this sheet: https://docs.google.com/spreadsheets/d/1M8vWW71e-hlKSDv-y03i_A4ZdPwpUr-UssN00JkWakQ/edit?usp=sharing
Before reporting a bug, please ensure it hasn't already been reported!
Here's how to report a bug:
Option 1 - Discord in our Patreon Channels. There is a dedicated bug report forum in there.
Option 2 - Via Google Forms: https://forms.gle/4pkiXSDk1kYzQsgP7
Submitting FeedbackHere's how to submit feedback to us:
Option 1 - Discord in the dedicated suggestion and feedback patreon forums. There's one of Combat, and the other is for anything else!
Option 2 - via Google Forms: https://forms.gle/WxXgY3CHzoqiYhSa8
THE CHANGELOG
I've tried to break down this changelog into easy to digest categories and very basic dot points.
New Skills
Combat Skills (Attack, Strength, Defence, Hitpoints, Ranged, Magic, Slayer, Prayer)
Herblore
Thieving
Beastcrafting
Agility
Items
Added 731 new Items
Pets
Added 12 new Pets
Music
Added 4 new Combat music tracks. These play during Combat.
New Core Systems
Equipment & Loadouts
Toolbelt for all Skills
Food & Food Bonuses
Combat Styles
Weapons & Weapon Types
Damage Types
Elements
Health
Attacks
Passives
Combat Effects
Prayers
Magic Spells
Magic Imbuements
Combat Stances
Loot History
Combat
135 Monsters
7 Combat Areas
13 Slayer Zones
4 Dark Combat Areas
11 Standard Dungeons
40 Magic Spells
16 Magic Imbuements
34 Prayers
10 Slayer Masters
Combat Quality of Life
Health Bars show indicators for Enemy Max Hit & your Auto Eat Threshold.
Equipment can now be managed via Equipment Slots themselves via a popup.
Added Pause/Resume to Combat.
Added hotkeys for Pause/Resume and Manual Eat.
Offline Progress
Reworked Offline Progress UI. It now displays the summary broken down per Entity/Skill.
Bank
Added Bank Search
Reworked Bank Configurations behind the scenes. They should work correctly now.
Shop
Added new categories for new Skills and Slayer.
Added tool purchases for Artisan Skills.
Reworked the existing gathering Skill Tools. They are now split into 3 pieces per tier, each targeting different areas of the game to unlock.
Note: Original Tools have been removed, and you will be refunded the total cost spent on those when you load the update.
Hovering over an Item name on a shop purchase will now show its tooltip (Useful to see what Items do before purchasing)
Mastery Guild
Various bonuses have been adjusted or added to existing Mastery Guilds. Be sure to take a look as you load in to the update!
Herblore
Added 140 Potions, split into Skills, Tiers and Potencies
Beastcrafting
Added 128 Items that can be created
Thieving
Added 25 NPCs
Added 6 Stalls
Added 4 Locked Chests
Added 4 Heists
Added Stealth and Perception - Your Stealth is compared against the Target's Perception to determine success chance
Added Fortune Mechanic - Increases reward quantity
Added Location Distractions - Permanent unlocks for small bonuses within Locations.
Agility
Added 5 Agility Techniques
Added Agility Courses to train Techniques
Added Arenas - Tough courses with an entry cost that rewards you with Tokens to spend in the Shop.
Added Unique Trails - Tough unique courses which act as a content gate for useful content around the game. Requires Maps to be found before attempting.
Added Agility Marks - Item that can be collected during Technique training that can be spent in the Shop.
Woodcutting
Added Ashen Tree, locked via Agility - Ashen Logs are used around the game for various unlocks.
Firemaking
Added Lanterns - Items that are created in Smithing and lit in Firemaking. Used as a source of light for Combat.
Added Blessed Logs - Special Logs than can be burnt to grant Prayer Points.
Fishing
Added Glow Spores as a 100% Special Chance item to all Fishing Spots in Glowing Depths. This item is used a lot in Herblore.
Special Items in Fishing now roll individually per catch chance.
Existing Special Items in Fishing can now be equipped.
Cooking
Increased the base quantity produced of many Intermediate and Advanced Recipes.
Mining
Added Dense Coal Node, locked via Agility - Provides 3x Coal than the regular node.
Geodes can now be opened, and contain some nice goodies inside.
Smithing
Added Unlit Lanterns for each metal tier.
Added 3 Unique items that can be created (relates to Geodes in Mining)
Removed some low level high quantity Guild Tasks.
Crafting
Added Torag Traps
Added new types of Leather
Increased Empty Vial base quantity to 20.
Increased Hide required to create Elk & Caribou Leather
Runecrafting
Removed Combination Runes
Added Rune Packs, locked via Mastery Guild ranks.
These changes are due to the large increase in Rune quantity you can now receive in the Skill:
Increased Rune Cost for Wizard Gear & Weapons, and lowered XP values.
Increased quantity required for many Guild tasks. Note: If you have already completed the Task, it will remain as complete regardless of quantity created.
Farming
Added Scarecrows, which are purchased from the Shop and equipped to your Farming Toolbelt.
Reduced many of the Mastery Guild task quantities. This reduces time required to complete the Guild by around 50%.
Ranching
Added Wolves, Dragons and Gem Golems (and their Enclosures)
Added Enclosure Add-ons, with only 1 available addon currently. Add-ons are removed if the Enclosure is replaced with a different Animal.
Hunting
Implemented bad luck mitigation bonuses for traps. Fortified and Reinforced Traps now grant increased chance to Trap the animal on each failure.
Increased Hunting Animal Level cap from 20 to 25 (Mastery Guild remains unchanged)
Each additional Animal Level above 20 will increase the chance of locating a Rare Species.
When a Rare Species is caught, you are now granted 2x item rewards (stacks with doubling chance)
Implemented Trapless Hunting mechanic
Some Animals can now be caught without a Trap. This requires either Strength or Agility levels to do so.
Collectibles in the Hunting journal now always show their name to help you determine which Animal it may come from.
Implemented new visuals for Hunting timers that now display the min/max interval area for RNG intervals.
Implemented Selected Trap auto switching for when you run out of traps during training. This will auto switch to the next available trap when you reach 0 remaining.
Buffed Herb Seed, Elk Hide and Caribou Hide quantities.
Sale Price ChangesDue to the large scale impact this update has on the game, we've updated a lot of sale prices. Many items can be obtained at a much faster rate than originally planned now, and these changes ensure GP rates remain in line with our desired rates.
Link to changes: https://pastebin.com/ic03LqrY
Cloud
Reworked the Cloud backend, adding error handling and graceful handling of disconnects and reconnects.
Added UI in game to show status of the Cloud.
Game can now close if you lose network access.
Fixed issues with the in-game player presence feature. It should now be accurate.
Core
Updated to Godot 4.6.2 (This usually comes with Engine-related fixes and new features)
Added error handling for corrupted saves.
Bug Fixes
Fix Hunting providing double Trap bonuses on load.
Fix Save System not gracefully handle Network errors (game gets stuck when trying to save + exit)
Fix many issues with UI Scaling.
Fix dragging items in bank then scrolling causing issues.
Fix opening multiple instances of the game with the same cloud account, and loading a save causes the game quit to fail.
Fix Player Presence not showing player count after sleeping/waking device.
Fix Open Item quantity slider not behaving the same way as the Sell Item slider.
Fix tooltip flashing rapidly (as the mouse moves) when hovering over an animal that is near the bottom right edge of the screen
Fix UI issues relating to opening 0 quantity items.
Fix Cloud Bank Config codes not working.
Fix tooltips for Artisan select recipe container stutters when the tooltip reaches the bottom of the screen
Fix hovering over an item in completion log and then scrolling doesn't remove the tooltip
Fix infinite money glitch.
Fix Milestone icons not immediately updating after gaining a level if looking at the milestones UI