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Version 0.8.0-PB

In this update, we introduce various new balancing changes, rule updates, bug fixes and quality-of-life additions.

Alt Characters

Upon monitoring the game since its release, it has become increasingly apparent that the alternative character system harbours significant flaws. Currently, players use alternative characters primarily to amass gold, which they then use to buy membership in the market. This practice has led to inflated prices for items and gold, as the supply outstrips demand. These characters contribute to the game's economy by adding resources but don't balance this by removing any, exacerbating the issue.

The root of the problem lies in the limited utility of alternative characters; their sole function is to gather gold for purchasing memberships. When designing this system, our intent was to allow players to remain engaged while their main characters were occupied. However, we overlooked the system's potential impact on the market dynamics.

Additionally, over the past month, we've identified problems with the trading rules among alternative accounts. These rules are ambiguously defined and fail to address numerous edge cases, leading to technically legal but unintended loophole exploitations.

To address these issues, we are introducing the following:

  • We have eliminated the trading restrictions between alternative characters. We believe that the effort required to enforce these rules, given their many ambiguities, outweighs the benefits. Instead, we aim to rebalancing the game to support trading between alternate characters. This change would enhance the utility of these characters, likely leading to a more stable market and economy by distributing wealth and resources more evenly.
  • Due to the above change, there will be limit of three active characters per account simultaneously. This change is essential to moderate the quantity of items a single user can generate, ensuring a balanced in-game economy. Additionally, this limitation enables the possibility of increasing the current cap of five alternative characters per account in the future. By controlling the number of concurrently active characters, we can expand player options without the risk of resource exploitation through simultaneous character usage.
  • Alternative characters cannot interact with the market until they reach a total level of 150. This restriction does not apply to the main character (i.e the first character).

Game Balancing

Due to the change of eliminating the trading restrictions between alternative characters, we've had to reassess how items are acquired through skills. We recognise that many players prefer using a single character, and it's crucial to consider their experience. The original game design did not anticipate trading between alternative characters, and skills were balanced for a single character. To address this, we've rebalanced certain skills to suit both single-character players and those using multiple characters. Our goal is to mitigate the impact of the recent changes on item acquisition, ensuring that playing with a single character remains rewarding.

As a result, we've adjusted the time required to obtain items from certain skills. These adjustments vary: some items will see minor increases of a few seconds, while others will have more substantial time increases. Currently, the "alchemy" and "forge" skills will not be altered, but we may consider revising these in the future to maintain game balance.

Exhaustion Effect

We've observed a concerning behaviour among certain players who are adjusting their sleep schedules to reach near 24 hours gameplay in a single day - achieved by resetting the skill every two hours. To promote healthier gaming habits and encourage regular breaks, we're implementing an 'exhaustion effect' in the game.

The exhaustion effect will kick in when a character has exceeded 18 hours of gameplay in a single day. The exhaustion effect will apply the following on the character:

  • -35% Dungeon EXP (6 Hours)
  • -35% Skill EXP (6 Hours)
  • -50% Skill Efficiency (6 Hours)
  • -50% Hunting Efficiency (6 Hours)
  • -35% Battle EXP (6 Hours) Please note that the majority of players do not get anywhere near 18 hours of gameplay. This change will be unaffected by most.

We have updated the wiki to explain the exhaustion effect.

World Boss Changes

  • World boss lobbies have been removed. Characters can now join the world boss at any time and it will start immediately when the counter reaches 0.
  • World boss battles will continue to play out even if there are no participants. Previously, the world boss would wait until a player would interact with it. Now, the battles will continue to operate even if no body interacts with the world boss. This is due to an underlying change we have made to the World Boss system.
  • The UI now displays the characters that are attacking the world boss.
  • The world boss countdown now updates automatically every second.
  • The list of world bosses will automatically update when the world boss has been defeated.

Additional Changes

  • Updated pending friends badge on the main menu.
  • Changed “Level” to “Recommended Level” on enemies.
  • Added beta notice to the bottom of the menu.
  • Added market limits to the wiki.
  • Various UI changes.

Bug Fixes

  • Fixed bug when trying to start a dungeon when a battle is still active.
  • Fixed bug when trying to battle an enemy when an existing action is active.
  • Fixed a bug when upgrading an item and cancelling it causing the item to be locked.
  • Fixed the character chart alignment.
  • Fixed level chart text size.
  • Fixed pull-to-refresh on mobile.
  • Fixed bug that allowed characters to heal upon being defeated.
  • Fixed bug where the enemy list did not update when being defeated in battle.
  • Fixed classes giving core stats as part of talents.
  • Fixed goblin scraps image.
  • Fixed bug when the action timer reset to -1:00 when reaching 0.

Closing Remarks

Since the game is currently in the early stages of its beta phase, we want to emphasise that various aspects of its balance and structure are likely to evolve. Players should anticipate potential significant changes. Our team is committed to closely monitoring the game's progress and implementing any necessary adjustments to ensure a well-balanced and engaging gaming experience.


Version 0.7.6-PB

  • Fixed map background scrolling issue on iOS.
  • Disabled "pull-to-refresh" mechanism when modals (pop-ups) are open on mobile.
  • Fixed modal background scrolling when opening another modal when one is already active (for example, viewing a location information and then returning back to the map).
  • Fixed incorrect stats on "Dreadspike" and "Moonlance" daggers.
  • Fixed a bug that allowed characters to create a purchase order for vendor items.

Version 0.7.5-PB

  • Fixed filter for the activity chart.
  • Fixed battle time tracking. It was incorrectly tracking the battles resulting in inflated times.
  • Fixed efficiency badge for skills when the efficiency is in the negatives.
  • Fixed refreshing skill with requirements (such as fishing, alchemy, etc).
  • Updated descriptions for all crafting material items.
  • Adjusted the 'Recommended Level' indicators for all locations to more accurately reflect the enemy levels. This update is purely informational and does not impact actual gameplay.
  • Notifications should now appear instantly.

Version 0.7.4-PB

  • Resolved an issue with stat crystal essences where they were not being consumed as intended.
  • Added "Effects" wiki page.
  • Fixed issue where some skills could go beyond the 120 minute limit.
  • Added empty state UI to purchase orders.
  • Fixed issue that incorrectly calculated the total EXP gained when performing a skill.

Version 0.7.3-PB

  • Fixed server error when attempting to teleport to another location.
  • Reduced the gold required for teleportation. This adjustment will significantly lower teleportation expenses for lower level players. While higher level players will also benefit from a noticeable reduction, the impact will be less pronounced due to the scaling system.

Version 0.7.2-PB

  • Updated toast notification design.
  • Search now displays a characters total level instead of their combat level.
  • Increased enemies strength and protection.
  • Hidden "Chest" and "Skin" from market filter.
  • Updated current active action block UI.
  • Vendor items now cannot be listed on the market.
  • Removed "Max" button on the purchase order creation pop-up.
  • Fixed duplicated loot in some dungeons.
  • Fixed bug that caused chained battles to get stuck when a characters health reaches 0.
  • Fixed mobile UI for mobile.
  • Fixed images for some items that had duplicate skins.
  • Fixed bug that allowed some characters to chain up to 6 enemies.
  • Fixed "Release Pet" button on mobile.
  • Fixed stat essence crystals.
  • Fixed bug that forced the user to refresh the page to re-start an action.
  • Fixed bug that allowed some users to create a character with an existing name.
  • Fixed tooltip for pet on mobile.

Version 0.7.1-PB

  • Reduced the cost of teleportation, which had risen substantially in the previous update due to increased distances between locations.
  • Renamed "Hunt All" to "Hunt Max".

Version 0.7.0-PB

During the holiday period, our team has carefully observed the game and identified several areas that require adjustments to achieve better balance. We've pinpointed elements that are currently underpowered and others that are excessively strong.

Please note, this update will be gradually rolled out over the coming hours, meaning you might not observe these changes immediately.

Travel Times and Pet Movement Speed Reduction

We've implemented significant alterations to the travel system, recognising that the current setup rendered travel largely obsolete. This undermined our intention to introduce adventures, along with extra rewards, during travel. Our goal was for pets' movement speed to enhance, rather than overshadow, a character's journey between locations. Under the old system, for instance, one could traverse from one end of the map to the other in under eight minutes using a pet, which was excessively efficient.

Due to this, we are introducing the following changes:

  • Movement speed for pets has been substantially decreased.
  • The distances between locations have been substantially increased.
  • Movement speed is now measured and displayed with decimal precision, allowing players to notice small improvements in speed as it incrementally increases, instead of waiting for it to hit the next whole number.
  • Future seasonal event locations will be accessible via free teleportation.

Hunting and Battling Changes

We've recognised that hunting in our game demands more player interaction than we originally planned. While we aim to keep combat moderately engaging, the current requirement for frequent hunting and battling cycles is more intensive than intended.

To make hunting less repetitive and more rewarding, we're implementing these updates:

  • Minimum enemy spawn count has been increased to 6 (from 4)
  • Maximum enemy spawn count has been increased to 20 (from 11)
  • Added a "Hunt All" button which will automatically hunt the maximum number of enemies.

Additionally, we've addressed an issue where increasing the hunting mastery level resulted in longer hunting times, causing confusion. The new changes are as follows:

  • The hunting duration is now constant for each location. Players can reduce this time by enhancing their character's movement speed.

Item Changes

Item stats were fairly ineffective, especially when compared to other ways of obtaining boosts to various attributes (such as pets and increasing your core stat levels).

We wanted to improve the effectiveness of items which is why we are introducing the following:

  • Item stats have been significantly improved.
  • We have added additional stats for weapons such as agility and critical damage (especially for items acquired via recipes).
  • Significant cost reduction when upgrading items using upgrade stones.

Snowrunner Changes

We've observed that the "Snowrunner" pet, obtainable through the campaign, exceeded our intended power level. Alongside the movement speed reduction, we have further adjusted the pet's overall stats. Although "Snowrunner" will retain its "Legendary" quality, its revised statistics will align more closely with those of a mid-tier epic pet.

Efficiency Changes

In our latest update, we've refined the efficiency formula for better gameplay balance and extended functionality. This update allows efficiency values to be more impactful. With this update, the impact of efficiency at lower levels has been significantly enhanced. For example, an increase of 15% in efficiency now yields a more substantial benefit compared to the same increase before the update.

To ensure a balanced experience, we will be closely monitoring the effects of this change. If necessary, we will adjust certain values to maintain game balance and fairness. Rest assured, any modifications made will be transparently communicated in subsequent patch notes.

If you want to read more information, you can read the “Understanding Efficiency” section in the wiki.

Bug Fixes and Further Changes

  • Due to the changes to the items power level, we have increased the enemies core stats (thus they may be more difficult to defeat if the characters equipment is poor).
  • We have removed the minimum damage calculation according to your level. This was causing some confusion amongst players where their protection was improving but they were still receiving the same damage number. Now the minimum damage has been set to 1.
  • We have changed all stat potions to crystal essences.
  • We have made changes to the pets stats to be more varied amongst their rarity group.
  • We have noticed that Dragon Soul Stones were being dropped more than we intended due to the rates being incorrectly set. We have increased the vendor value of Dragon Soul Stones to 5,000 gold and decreased its drop rate among the various world bosses.
  • Fixed critical attack not applying to the battles.
  • Fixed expired skins showing in the vendor.
  • Fixed skills displaying the incorrect number of maximum items when applying a crystal essence.
  • Increased the maximum search characters to 40.
  • Enabled the ability to search for items with an apostrophe.
  • Fixed bug that caused the time played to be incorrectly tracked.
  • Fixed combat level being counted twice in the total level.
  • Fixed various typos.
  • Added clarification to the membership benefits.
  • Fixed broken daily reward for day 20.
  • Fixed when UI displayed the gold in a negative number.
  • Fixed bug that caused an element on the registration page to load indefinitely when entering a pre-existing character name.
  • Fixed the ability to restart a skill when an error occurs.
  • Fix bug that caused some characters to be unable to complete a skill.
  • The time you receive a notification when completing an action will now be dated at the time the action was complete.
  • Fixed leaderboards menu link bug.