V0.16: Difference between revisions

7,042 bytes added ,  18 February 2022
Imported major features list from the original update page
(Cleanup)
(Imported major features list from the original update page)
 
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<onlyinclude>== Alpha v0.16 - "The Art of Magic" - (22nd July 2020) ==
<onlyinclude>== Alpha v0.16 - "The Art of Magic" - (22nd July 2020) ==
=== Magic Content Update ===
This update introduces brand new mechanics for {{Skill|Magic}} which includes new Spellbooks, new Magic Gear, and an updated {{Skill|Runecrafting}}.
==== Curses ====
[[Magic#Curses|Curses]] are Debuffs that a Player can apply to an Enemy, on top of using a standard {{Skill|Magic}} spell. These cost additional {{ItemIcon|Rune Essence|Runes|nolink=true}} per Player attack turn, even if you miss.
All Curses have a set % chance to apply to an Enemy and last 3 Enemy attack turns if applied.
These cannot stack, and only one Curse can be applied at a given time.
==== Auroras ====
[[Magic#Auroras|Auroras]] are buffs that a Player can activate to provide a unique benefit in {{Icon|Combat}}.
All Aurora buffs last as long as you are wielding a {{Skill|Magic}} Weapon and you have the required {{ItemIcon|Rune Essence|Runes|nolink=true}} to keep them active. An Aurora uses {{ItemIcon|Rune Essence|Runes|nolink=true}} every time you attack.
You can only have one Aurora active at a time.
Tier III Auroras require the {{ItemIcon|Book of Eli}} to be equipped to use.
==== Ancient Magicks ====
Ancient Magicks are a brand new, heavy hitting Spellbook with some satisfying effects.
Each Spell within this book requires a specific task to be completed in order to unlock them for use. Hovering or Clicking on the "?" in the Ancient Magicks spellbook will show the requirements.
Due to their unique abilities, you are not able to use Curses or Damage Modifying Auroras alongside them.
==== Alt. Magic (Non-Combat Magic) ====
{{Skill|Alt. Magic}} is an alternative way to level {{Skill|Magic}} using Spells outside of {{Icon|Combat}}.
These non-Combat {{Skill|Magic|nolink=true}} Spells provide a unique approach to certain mechanics in the game, at a cost of {{ItemIcon|Rune Essence|Runes|nolink=true}}.  This is a system that will continue to be built on as development progresses to provide many optional pathways for a Player to take.
You can find a new skills tab called {{Skill|Alt. Magic}} to train this Skill.
Things to note:
* There are no {{Icon|Mastery|Masteries}} for {{Skill|Alt. Magic}}.
* {{Icon|Superheat|Superheating}} {{ItemIcon|Steel Bar|Bars|nolink=true}} requires the correct {{Skill|Smithing}} level.
* Locked items do not appear on the item selection screen.
=== Pets ===
These cute little critters have invaded Melvor and are waiting to be found!
[[Pets]] are a new addition which provide a small, permanent, passive benefit when they are eventually found. There is a very small chance you will find one when performing a specific action in game.
Right now, there are 20 Pets in game, and most of them are found by simply training Skills. They count towards your completion percentage.
=== Hardcore Mode ===
{{Icon|Hardcore|Hardcore Mode}} is the second official gamemode for Melvor Idle that can be selected upon creating a Character.
This mode plays the same as Standard, but with a few nasty adjustments to provide an extra challenge.
More features, changes, and adjustments will be made throughout development of the game.
==== Rules of Hardcore ====
* This gamemode is Permadeath. If you die, your Character is deleted permanently.
* No Passive {{Skill|Hitpoints|Health}} Regeneration.
* Your [[Bank]] is limited to 80 maximum slots when buying from the Shop. This can only be increased further by claiming {{ItemIcon|Bank Slot Token|Bank Tokens}}.
* Harsher [[Combat Triangle]] penalties.
=== Character Selection ===
Character Selection is a brand new feature that allows you to create up to 3 different Characters that you can seamlessly switch between using a single account.
These Characters can be linked to one Cloud account that you can take with you anywhere you go, on any device.
Upon loading the game, you will notice the new selection screen as well as an option to toggle the Local or Cloud saves to select. You can also create new Characters from the same screen.
==== Information ====
* You can seamlessly switch Characters from the top-right dropdown menu.
* A Cloud account is not required to utilise this feature.
* Character completion is tracked per character, not account-wide.
* Yes, it is possible to play all three Characters at the same time in separate windows on Desktop.
* The Character Selection distinguishes between Local Save and Cloud Save.
=== Combat Triangle and Mechanic Adjustments ===
Alongside the new {{Skill|Magic}} Content, we are introducing adjustments to how the [[Combat Triangle]] is defined within Melvor Idle.
Previously, there was a lack of definition for each {{Icon|Combat}} Style which allowed Players to simply choose either {{Skill|Attack|Melee}}, {{Skill|Ranged}}, or {{Skill|Magic}} without much consequence. These changes are aimed at providing a reason to use different styles against different enemies.
Although the changes seem highly consequential, this actually makes it possible to completely idle all current content within the game, which is one of the main issues this addresses.
The below diagram shows new buffs and debuffs a player will receive when using specific {{Icon|Combat}} Styles against certain enemies. The second diagram shows {{Icon|Hardcore|Hardcore Mode's}} more brutal adjustments.
<gallery widths="300px" heights="200px">
File:V016 combat triangle.svg|Combat Triangle (Standard Mode)
File:V016 combat triangle hardcore.svg|Combat Triangle (Hardcore Mode)
</gallery>
==== New Manual Eat Mechanic ====
Another issue this update addressed was the unfortunate mechanic of manually Eating to "cheese" late-game content. With the addition of the above [[Combat Triangle]] adjustments, it seemed fitting to address this mechanic at the same time.
As it stood, you were able to spam the Eat button to continuously Heal during {{Icon|Combat}} with no consequence. This in turn allowed Players to complete late-game content prior to the intended requirements.
Now, when you eat food '''manually''', your Attack will be reset. This also means if a Special Attack was about to activate, it will no longer proc.
==== Increased Maximum Hitpoints ====
There are now items and passives in the game that grant Increased Maximum {{Skill|Hitpoints}}.
As the name suggests, your Maximum {{Skill|Hitpoints|HP|nolink=true}} increases when the items are equipped. This also means that your {{Skill|Hitpoints|nolink=true}} can be higher than the prior Maximum, which was {{Skill|Hitpoints|notext=true}} 990 Hitpoints at {{SkillReq|Hitpoints|99}}.
=== Updated God Armour Images ===
Since the release of Alpha [[v0.15]], it has been noted quite a few times that the existing artwork of the God Armour did not suit the style and "simplicity" of the game. I agree, and it is time to change that.
This update introduces updated artwork to suit the style of the game.
All edited artwork was kindly provided by '''Breindahl''', one of our Discord Server Moderators and long-standing Member of the Community. Please be sure to pass all thanks to him for the hard work he put into editing the images!


=== New Features ===
=== New Features ===
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