V0.21: Difference between revisions

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== Alpha v0.22 - (29th September 2021) ==
== Alpha v0.21 - (13th August 2021) ==
=== Thieving Rework ===
=== Introduction ===
Thieving has always been one of the most lackluster Skills in the game. Providing no real benefits to the game apart from a few items, as well as having no purpose late game other than to pickpocket the Farmer was a sure enough factor to rework the Skill.
The Major Update is a lot different than all previous ones released. It focuses on providing an extremely important feature to the game, as well as fixing a lot of issues that have been present.


The aim of this rework is to transition the Skill into an early to mid-game Skill while providing unique bonuses and content that you cannot find anywhere else. We also wanted to ensure Thieving remained viable and somewhat important late-game by the use of consumable items you can only obtain via this Skill.
The lack of new content or changes to explore in this update might be disappointing to some, but I hope what it does provide is the functionality and stability you have been looking for in Melvor Idle.


<span style="color:orange">'''Due to the nature of this rework, it was not possible to award any Thieving Offline Progress if you were doing so when the update dropped. You will be greeted with some flavour text upon your return.'''</span>
I also want to point out that pretty much all credit for this update must be handed over to [[User:Coolrox95|Coolrox95]]. He was the one who developed the Combat Rewrite and Offline Combat portion of this update. It has allowed for easier growth and scalability within the game, and also enabled one of the most important and highly requested features of the game to become a reality.


==== New NPCs and Unique Drops ====
I ask that you pass on all thanks to him for this, as this update is not mine to take any credit for.
We have introduced 15 brand new helpless NPCs for you to pickpocket, many of which are home to unique items that can only be found in Thieving.


NPCs also now reside in different areas or locations (Kind of like Fishing). Alongside the unique drops from the NPC themselves, you are also able to find unique "area" items which only drop from NPCs within the respective location.
=== Combat Rewrite ===
It was well overdue, but the complete rewrite of Combat has been done. This rewrite will allow for faster development, as well as cleaning up many inconsistencies that exist throughout the previous Combat system.


Some of the new drops provide bonuses to Skills or Combat, while others are simply worth a good amount of GP when you sell it.
==== What has Changed? ====
Most of the rework focused on the back-end side of things, changing the way Combat itself works and operates behind the scenes.


You may even find some exotic {{Skill|Crafting|notext=true}} Crafting materials, which can be used to make special pouches and bags to aid in your adventures even more.
From a general player perspective, you won't notice much of a change at all. There are a few new QoL additions which are detailed below.


==== The Art of Stealth ====
The most important change is that Combat has been transitioned to a tick-based system. What this means is that Combat performs its operations every 50ms, allowing for accurate calculations as well as increasing general performance.
This rework introduces two new mechanics known as <span style="color:orange">Stealth</span> and <span style="color:red">Perception</span>.


<span style="color:red">Perception</span> is a measure of how difficult an NPC is to steal from, while <span style="color:orange">Stealth</span> is how good you are at stealing.
==== New Stuff & QoL ====
There's a few new features and QoL that you will enjoy:
* All buffs and debuffs will now display as an icon next to your HP (As well as the Enemy's). They also contain a tooltip detailing their effects and a number showing how many turns are remaining on the debuff.
* Improved Damage Splashes allow for better visualization of when players/enemies are damaged and healed, and what source the damage is from.
* Special Attack descriptions that contain buffs/debuffs will nwo highlight the buff/debuff in a different text colour.
* Hot-swapping equipment is now possible, which means you can swap gear with a full bank and not have to worry about clearing a slot to unequip something if it is a direct swap.
* Equipping a two-handed weapon, Javelins or Throwing Knives will now display that same weapon within the 2nd slot it takes up (slightly faded image).
* There is now a Setting to disable Combat Progress bars if they are causing performance issues.
* Due to the tick-based functionality, the new Combat system will mitigate browser throttling automatically by comparing timestamps and awarding you the correct progress if a large enough difference is detected.


'''Your <span style="color:orange">Stealth</span> competes against an NPC's <span style="color:red">Perception</span>'''
There has also been some changes to Player Stat Calculations which will make them consistent across the board.
* Your success rate is determined by: <math>100 \times \tfrac{100 + \text{Stealth}}{100 + \text{Perception}}\%</math>
* Your chance to double items is increased by: <math>25 \times \tfrac{\text{Stealth}}{\text{Perception}}\%</math>
* Your chance to receive an NPC's unique item is: <math>\tfrac{100 + \text{Stealth}}{100 \times \text{Perception}}\%</math>


'''<span style="color:orange">Stealth</span> can be increased in a number of ways:'''
==== Changes to Player Stat Calculations ====
* Increasing your Thieving level
Several formulas for player stat calculations have been tweaked slightly to make them consistent with the stat calculations of enemies, as well as correcting some inconsistencies between the different ranged, magic and melee calculations. Overall these changes have resulted in a slight buff to players in combat. Outlined below are the changes to each of the core stats.
* Increasing your Mastery level
* Filling your Thieving Mastery Pool
* Equipping items with <span style="color:orange">Stealth</span> bonuses
* Potions from Herblore
* Agility Courses


==== Balance Changes ====
===== Melee & Ranged Max Hits =====
Thieving has been completely rebalanced. The old NPCs have had their level requirements and xp amounts readjusted. Combining this with the addition of new NPCs, leveling Thieving should now be much smoother, and make a decent amount of gp along the way.
The base calculation for melee and ranged max hit has remained the same and is as follows:


The level requirements of NPCs have been adjusted:
<math>\text{Mat Hit} = \left \lfloor \text{Gamemode Multiplier} \times \left (1.3 + \frac{\text{Effective Strength Level}}{10} + \frac{\text{Strength Bonus}}{80} + \frac{\text{Effective Strength Level} \times \text{Strength Bonus}}{640} \right ) \right \rfloor</math>
* Golbin from 10 to 8
* Lumberjack from 20 to 61
* Farmer from 30 to 39
* Fisherman from 40 to 54
* Chef from 50 to 34
* Miner from 60 to 70
* Knight from 75 to 88


The base xp of NPCs has been adjusted:
Strength bonus rtefers to the bonus provided by equipment. Gamemode Multiplier refers to the multiplier to all HP related values for a gamemode. This is 10 for Standard and Hardcore mode, and 100 for Adventure mode. Effective Strength Level is calculated from the player's skill levels and any hidden levels. This calculation has been changed for players to be consistent with enemies as follows:
* Lumberjack from 20 to 62
* Farmer from 30 to 36
* Fisherman from 45 to 46
* Chef from 55 to 31
* Miner from 65 to 73
* Knight from 90 to 107


The maximum GP of NPCs has been adjusted:
====== Effective Melee Strength Level ======
* Man from 20 to 100
'''Old:''' <math>\text{Strength Level} + \text{Hidden Strength Levels} + 8</math>
* Golbin from 50 to 175
* Lumberjack from 100 to 500
* Farmer from 120 to 400
* Fisherman from 140 to 450
* Chef from 160 to 300
* Miner from 180 to 550
* Knight from 200 to 750


The Max Hit of NPCs has been adjusted (Standard Mode numbers):
'''New:''' <math>\text{Strength Level} + \text{Hidden Strength Levels} + 9</math>
* Man from 10 to 22
* Golbin from 20 to 40
* Lumberjack from 30 to 155
* Farmer from 30 to 137
* Fisherman from 40 to 101
* Chef from 40 to 108
* Miner from 40 to 180
* Knight from 50 to 241


Furthermore, anything that used to provide bonuses to Thieving success rate or success rate cap have been changed to provide increases to <span style="color:orange">Stealth</span> or other bonuses.
====== Effective Ranged Strength Level ======
'''Old:''' <math>\text{Ranged Level} + \text{Hidden Ranged Levels} + \text{Style Bonus}</math>


For a complete list of changes, check out the [[#Changelog|full Changelog]]
'''New:''' <math>\text{Ranged Level} + \text{Hidden Ranged Levels} + 9</math>


==== Interface Overhaul ====
Note: The style bonus for the Accurate style has been changed to just provide +3 Hidden Ranged Levels. Overall this change increases the Effective Ranged Strength level by +9.
The interface for Thieving has been completely redone.


NPCs are now displayed in areas, similar to Fishing. Information, such as doubling chance and thieving interval, are now also shown, similar to Smithing or Fletching.
===== Magic Max Hits =====
The base calculation for magic max hit as remained the same for players:


A "Show Drops" button has been added. This allows you to see your GP gains, as well as potential loot drops from an NPC. Drops are hidden by the use of a question mark until you find them at least once.
<math>\text{Max Hit} = \left \lfloor \text{Gamemode Multiplier} \times \text{Spell Max Hit} \times \left ( 1 + \frac{\text{Magic Damage Bonus}}{100} \right ) \left ( 1 + \frac{\text{Magic Level} + \text{Hidden Magic Levels} + 1}{200} \right ) \right \rfloor</math>


==== Thieving is Now Tick Based ====
Magic Damage Bonus is the percent bonus provided by equipment.
Thieving has now been transitioned to be tick-based system, just like combat. This has resulted in the following benefits:
* Thieving now has the same resistance to browser throttling that combat has
* Offline and Online thieving are now consistent with eachother as they use the same codebase.
* Mastery now levels up offline and provides the benefits instead of using the fixed mastery level you had when you went offline
* Food is now consumed while Thieving offline
* You can now perform offline thieving even if your success rate isn't 100%; however, it is now also possible to die


=== Cooking Rework ===
Enemies have been changed to use the same formula as players, and have had their spell selection and magic damage bonuses adjusted to produce similar max hits as before, resulting in slightly lower values overall.
The long awaiting Cooking Rework is here!


The aim of this rework is to provide a large rebalance to the use of Food throughout the game, while also providing more options to the Player in what they wish to produce.
===== Evasion Ratings =====
The base calculation for evasion ratings is as follows:


Some much requested Quality of Life features have been added, alongside a new “Passive Cooking” mechanic that should provide an extra pair of hands throughout your Melvor journey.
<math>\text{Evasion Rating} = \text{Effective Defence Level} \times \left ( \text{Defence Bonus} + 64 \right )</math>


<span style="color:orange">'''Offline Progress will be awarded for those who were Cooking Offline when the update dropped. Your Offline Progress will be subject to the changes and new mechanics listed.'''</span>
====== Melee Evasion ======
The effective defence level calculation has been changed to be consistent with Ranged and Magic Evasion.


==== Cooking Furnace and Cooking Pot ====
'''Old:''' <math>\text{Defence Level} + \text{Hidden Defence Levels} + 8</math>
Alongside the Cooking Fire, we have now introduced the Cooking Furnace and Cooking Pot.


These new Cooking Utilities (That's what I call them) unlock a wide range of new unique multi-ingredient products you can cook and use in Combat or Thieving.
'''New:''' <math>\text{Defence Level} + \text{Hidden Defence Levels} + 9</math>


They act the same way as the Cooking Fire does, while also providing their own unique bonuses within Cooking itself.
====== Ranged Evasion ======
The effective defence level calculation has remained the same as:


Each Cooking Utility is home to different types Food for you to Cook that can only be obtained by using the respective Fire, Furnace or Pot.
'''Effective Defence Level:''' <math>\text{Defence Level} + \text{Hidden Defence Levels} + 9</math>


These are required to be purchased from within the Shop prior to being able to use them.
====== Magic Evasion ======
The effective defence level calculation has remained the same as:


==== Active Cooking and Passive Cooking ====
'''Effective Defence Level:''' <math>0.7 \times \left ( \text{Magic Level} + \text{Hidden Magic Levels} \right ) + 0.3 \times \left ( \text{Defence Level} + \text{Hidden Defence Levels} + 9 \right )</math>
A new mechanic you will notice straight away is the Active Cooking and Passive Cooking buttons implemented into the Cooking UI for each Cooking utility.


===== Active Cooking =====
===== Accuracy Ratings =====
This is your standard way to Cook Food. This will provide you with Skill XP, Mastery XP, Mastery Pool XP and all relevant bonuses relating to the Food you are Cooking.
The base calculation for accuracy rating is as follows:


Only one product can be Actively Cooked at any given time.
<math>\text{Accuracy Rating} = \text{Effective Attack Level} \times \left ( \text{Attack Bonus} + 64 \right )</math>


===== Passive Cooking =====
The attack bonus is the bonus provided by equipment
A brand-new way to Cook Food which will assist with your progression throughout the game.


Passive Cooking is a method of food production that can be done alongside the food you are Actively Cooking, at the same time.
====== Melee Accuracy ======
The effective attack level calculation has been changed:


Any Cooking utility that is not being used can perform Passive Cooking as long as you are Actively Cooking something on a different Cooking Utility.
'''Old:''' <math>\text{Attack Level} + \text{Hidden Attack Levels} + 8</math>


For example: You can be Actively Cooking Fish and can start Passively Cooking Food on the Furnace and Pot at the same time.
'''New:''' <math>\text{Attack Level} + \text{Hidden Attack Levels} + 9</math>


Passively Cooked Food is added to something called a “Stockpile”. There is one Stockpile for each Cooking Utility, and this Stockpile can only house one type of Food until it is collected by you. The game will not let you Passively Cook anything if the item sitting in the Stockpile is different from the one your are attempting to produce.
====== Ranged Accuracy ======
The effective attack level calculation has been changed:


Passive Cooking comes with some very important mechanics that you need to be aware of:
'''Old:''' <math>\text{Ranged Level} + \text{Hidden Ranged Levels} + \text{Style Bonus}</math>
* No Skill XP, Mastery XP, Mastery Pool XP or Bonuses are provided to Passively Cooked Food. This is solely a Food production mechanic.
* It takes 5 times as long to Passively Cook a Product than it does to Actively Cook (subject to balance during Test).
* Recipe costs are the same.
* Passive Cooks do not count as an "action", therefore they cannot roll for Pets, Mastery Tokens, or other Global Rare Items.


Passive Cooking does work Offline, and your Passively Cooked Food will be stored in your Stockpile. The Offline Progress notification will tell you what has been stored in the stockpile.
'''New:''' <math>\text{Ranged Level} + \text{Hidden Ranged Levels} + 9</math>


In the event you stop Actively Cooking something, all items you are Passively Cooking will also stop. You cannot Passively Cook until you are Actively Cooking something.
Note: The style bonus for the Accuracy style has been changed to just provide +3 Hidden Ranged Levels. Overall this change increases the Effective Attack Level by +1.


==== Perfect Cook ====
====== Magic Accuracy ======
Perfect Cook is a new mechanic that produces an upgraded version of the base product you are Cooking, providing extra Food Healing values as well as a much higher base Sale Price.
The effective attack level calculation has been changed:


Each Active Cook action has a chance to provide a Perfect product. This chance can be increased using Mastery and other means. It is possible to acquire 100% Perfect Cook chance at later stages of the game.
'''Old:''' <math>\text{Magic Level} + \text{Hidden Magic Levels} + 8</math>


Perfect Cook is classed as a bonus; therefore, it is not possible to produce a Perfect product using the Passive Cook mechanic.
'''New:''' <math>\text{Magic Level} + \text{Hidden Magic Levels} + 9</math>


<span style="color:orange">'''There is a Setting on the Cooking Page and also in the Settings Page to enable or disable Perfect Cooking. If you do not wish to receive Perfect Items, you can simply toggle it off.'''</span>
===== Summoning Max Hit =====
Summoning max hit has been changed to combine the values of both Summons. Previously it was the largest value of both Summons.


==== Successful Cook and the removal of Burnt Items ====
<span style="color:orange">'''The structure of all items, special attacks, Monsters etc. has changed, so this means a lot of scripts and extensions that interact with Combat will no longer work. Please be cautious of this.'''</span>
One thing we discussed during the planning process was the use that burnt food provides to the game.


We were quick to decide that burnt products add literally no benefit to the game. This led to the decision that burnt products will no longer be obtainable as we transition to a Successful Cook mechanic.
=== Offline Combat ===
Along with the rewrite, Offline Combat has also been added.


Now, products that fail to cook will be yeeted into oblivion, providing nothing for your efforts to Cook something delicious.
Offline Combat follows the same rules and functionality of all other Skills in the game. There is a 12 hour Offline cap, and you will be provided with your experience and items upon returning to the game.


For those concerned about a specific item that requires Burnt Cave Fish to obtain – take a look at the drop table for the Tentacle Monster in Sandy Shores.
The benefit of a tick-based system really shows here, allowing for players to log back into the game at the extact moment they would be if they were training Online.


This also means all Burnt Food, except the Burnt Cave Fish, is no longer required for 100% item completion (They are also worth 0 GP now).
Here is a breakdown of general Offline Combat features:


==== New Shop Upgrades ====
* Offline Combat is calculated exactly as it would be if you were training Online.
Along with the rework, we have two new Shop upgrades for you to purchase.
* Returning from an Offline Session will continue exactly where you would be if you were training Online. This includes the progress of a Dungeon, the HP of you or the Monster, and also how far into an Attack you are.
* All dynamic modifiers to players and enemies are taken into account while Offline, including temporary modifiers from special attacks.
* All Combat content can be completed Offline, with the exception of Into the Mist where you will return to the game at the start of the first boss fight (Due to the Dungeon Pause mechanic)
* Auto slayer works Offline, and follows the same rules as Online does when selecting a new Monster to fight.
* Amulet of Looting works Offline and will collect all Loot, as long as you have the available Bank space. Training without this Amulet will cause your loot to fill up the loot container (Max 16 slots)
* Bone Amulet works Offline and will bury all Bones that are dropped automatically.
* All Combat Summoning Familiars and their respective Synergies work Offline.
* Offline Progress popup will display relevant XP gained, Monsters killed, food consumed, Prayer Points Used, Runes & Arrow consumption, Slayer Coins earned, Summoning Tablet usage, number of Slayer Tasks completed.
* Yes, it is possible to die Offline (More details about this below)


These are Quality of Life upgrades that will help streamline your progression.
==== Dying Offline ====
As mentioned above, it is possible to die while Offline in Combat.


* '''Cooking Upgrade 1''' - Automatically equip Food that is Actively Cooked if that Food is already equipped, or an empty Food slot is available. This can be toggled on or off.
Dying while Offline will result in the same consequences as dying Online. This means losing an Item for Standard/Adventure Characters and losing your Character entirely for Hardcore Characters.
* '''Cooking Upgrade 2''' - When running out of Food in Combat, automatically swap to a different Food Slot that contains food. This can be toggled on or off.


==== Food Source & Usage Rebalancing ====
If you die Offline, Combat will not progress. There is also no way of the game notifying you that you died while away due to the nature of the game.
Along with all the new content added within this rework, we need to address another part of the update.


This rework gave us the opportunity to look at the whole picture in terms of Food and how it is used throughout the game and come to a solution to balance this to our expectations of the game.
To help mitigate the risk of accidental deaths, these have been added to the game:
* Offline Combat is disabled by default, and must be enabled by the Player.
* Attempting to enable Offline Combat will display a large warning screen, where a Player must agree to the listed points before being able to turn it on.
* Offline Combat can be disabled at any time. Re-enabling will require the same points as above to be agreed upon again.
* You can now view the stats and special attacks of Monsters you have killed from the Monster log.


Here are the main points for the rebalance (Details below in changelog):
<span style="color:orange">'''Offline Combat is DISABLED by default for all Characters. You will be required to enable it for each Character if you wish to use it (You won't miss the notification in game). This can be enabled/disabled as you please from the Settings page.'''</span>
* Healing value for all Farming products has been nerfed quite a lot, in favour of using these products in Cooked Products.
* The base interval for Cooking Carps, Sharks, Cave Fish, Manta Rays and Whales has been increased.
* The base sale price for above-mentioned Fish has been increased to accommodate for the increased intervals.
* The minimum base interval in Fishing for all Cookable Fish has been increased. Maximum base interval remains unchanged. This means on average they will take longer to catch.
 
It's all well and good to address the Food itself, but we also took the opportunity to address food usage within Combat which will also provide some interesting new mechanics throughout the Combat Areas:
 
* All Monsters within the Spider Forest Dungeon now have a Special Attack which introduces the brand new '''Poison''' mechanic.
* All Monsters within the Icy Hills Combat Area, and Frozen Cove Dungeon now have a Special Attack, introducing the brand new '''Frostburn''' ailment.
* All Monsters within the Dragon Valley Combat Area now have a Dragonbreath Special Attack (Weaker than existing ones). This also means these Monsters that appear in the Dragon's Den also contain the new Special Attack.
* All Monsters within the Arid Plains Slayer Area now have a Lesser Sandstorm Special Attack. The Sandbeast keeps it's existing Sandstorm Special Attack.
* The Elementalist now has 4 different Special Attacks. All with a low chance to proc, they will either inflict Stun, Burn, Freeze or Frostburn upon you.
* The Bandit Leader in the Bandit Camp Dungeon has a new Special Attack.
* The Elder Dragon in the Dragon's Den also has a Special Attack now.
 
==== Food Healing Changes ====
Decreased the healing of (Standard Mode numbers):
* Seahorses from 130 to 120
* Potatoes from 10 to 3
* Onions from 20 to 6
* Cabbage from 30 to 9
* Tomatoes from 40 to 13
* Sweetcorn from 50 to 16
* Strawberries from 60 to 20
* Watermelons from 70 to 36
* Snape Grass from 80 to 40
* Carrots from 90 to 28
 
==== Base Cooking Interval Changes ====
Decreased the base Cooking Interval of:
* Shrimp from 3s to 2s
* Sardine from 3s to 2s
 
Increased the base Cooking Interval of:
* Seahorses from 3s to 4s
* Trout from 3s to 4s
* Salmon from 3s to 4s
* Lobster from 3s to 5s
* Swordfish from 3s to 5s
* Anglerfish from 3s to 6s
* Fanfish from 3s to 6s
* Crab from 3s to 7s
* Carp from 3s to 7s
* Shark from 3s to 8s
* Cave Fish from 3s to 9s
* Manta Ray from 3s to 10s
* Whale from 3s to 11s
 
==== Base Cooking Skill XP Changes ====
Increased the base Cooking Skill XP of:
* Seahorses from 40 to 50
* Trout from 25 to 33
* Salmon from 30 to 40
* Lobster from 40 to 66
* Swordfish from 50 to 83
* Anglerfish from 60 to 100
* Fanfish from 60 to 120
* Crab from 70 to 140
* Carp from 75 to 150
* Shark from 80 to 186
* Cave Fish from 100 to 233
* Manta Ray from 125 to 291
* Whale from 150 to 400
 
==== Food Sale Price Changes ====
Increased the sale price of:
* Seahorses from 50 to 65
* Trout from 20 to 27
* Salmon from 43 to 58
* Lobster from 81 to 108
* Swordfish from 100 to 134
* Anglerfish from 125 to 209
* Fanfish from 150 to 250
* Crab from 168 to 280
* Carp from 237 to 395
* Shark from 337 to 674
* Cave Fish from 269 to 538
* Manta Ray from 812 to 1624
* Whale from 1024 to 2048
 
=== New Agility Obstacles ===
* Tier 3 - Burning Coals - <span style="color:green">+3% Cooking Skill XP, +5% Successful Cook Chance,</span> <span style="color:red">'''-5% Damage to all Monsters.'''</span>
* Tier 5 - Rooftop Run - <span style="color:green">+3% Thieving Skill XP, +20% GP gained via Thieving, -0.2s Thieving Interval, +35 Stealth,</span> <span style="color:red">'''-10% Damage to All Monsters.'''</span>
* Tier 8 - Sweltering Pools - <span style="color:green">+3% Mastery XP in Cooking, -3% Cooking Interval, +10% Healing Value for Food, +10% Auto Eat Efficiency,</span> <span style="color:red">'''-20% Global Preservation Chance.'''</span>
 
=== New Potion UI ===
The Potion UI has got a massive facelift, bringing a brand new design and functionality to help guide you through your Potion hoarding issues.
 
The brand new Potion UI comes equipped with:
* Brand new UI inside of a popup that is much more pleasing to look at, with a layout that can fit more Potions on one screen.
* You can now disable an active Potion by clicking the "Cancel" button.
* You can now toggle "Auto Re-use Potion" on a per Skill basis from the new UI. This is no longer a Global Setting (Remember Combat is still classed as one Skill).
* Added new filter settings to hide selected Potion Tiers. Your active Potion will always show.
 
=== Ancient Sword Rework ===
Something I wanted to highlight was the changes made to the Ancient Sword. It was a very lackluster Weapon, and was always overlooked in favour of other Weapon choices. This rework aims to address the issues and give it a unique place in the game.
 
The Ancient Sword now:
* Provides +20% Damage to all Monsters when you have 100% HP.
* Has a Special Attack chance of 100%, meaning it will always proc.
* Roughly 2 times more common to obtain from the Pirate Booty chest.
* Has a reduced Special Attack Lifesteal bonus of 20%, down from 25%.
 
Hopefully these changes make the Weapon a viable choice for those around the mid-game.


=== Changelog ===
=== Changelog ===
==== New Features ====
==== New Features ====
* Added 15 new Cooking Products that can be Cooked.
* Combat has been completely rewritten from the ground-up, transitioning to a tick-based system in the process.
* Added a "Perfect Cook" version for all products that can be Cooked. These items have +10% HP Healing Value and +50% Item Sale Price than their originals.
* Offline Combat has been introduced, allowing for all Combat content to be completed Offline in the exact same manner as it would be done Online.
* Added 2 new Cooking Utilities - Furnace & Pot (Obtained via the Shop).
* Offline Combat can be enabled/disabled, which comes with a warning popup that must be agreed to every time you wish to enable Offline Combat.
* Added 3 New Cooking Ingredients to the Materials section of the Shop
* Returning to the game during an Offline Combat session will continue exactly where it would be if you were training Online.
* Added new Farming Allotment - Cherries (And Cherry Seeds)
* Combat now performs all required calculations every 50ms instead of set intervals, allowing for more accurate gameplay as well as increased performance.
* Added new Farming Tree - Apples (And Apple Tree Seeds)
* Added icons for Buffs and Debuffs to the game that display next to HP values within Combat. These icons contain a Tooltip detailing their effects as well as a number showing how many turns are remaining until it disappears.
* Added 15 New Thieving NPCs
* Improved Damage Splashes allow for better visualization of when players/enemies are damaged and healed, and what source the damage is from
* Added 54 New Unique Items to Thieving
* Hot-swapping equipment is now possible, which means you can swap gear with a full bank and not have to worry about clearing a slot to unequip something if it is a direct swap.
* Added 3 New Agility Obstacles listed above
* Special Attack descriptions that contain buffs/debuffs will now highlight the buff/debuff in a different text colour.
* Added 8 New Shop upgrades for Cooking
* Equipping a two-handed weapon, Javelins or Throwing Knives will now display that same weapon within the 2nd slot it takes up (slightly faded image).
* Added 4 New Crafting Recipes for Skilling Bags
* New Setting has been added to disable Combat Progress Bars
* Added a Fletching Recipe for Jadestone Bolts. Jadestones can be acquired via Thieving only.
* New Setting has been added to disable Combat Damage Splashes
* '''Cooking Upgrade 1''' - Automatically equip Food that is Actively Cooked if that Food is already equipped, or an empty Food slot is available. This can be toggled on or off.
* New Setting has been added to disable Preservation notifications.
* '''Cooking Upgrade 2''' - When running out of Food in Combat, automatically swap to a different Food Slot that contains food. This can be toggled on or off.
* A button has been added to the Marks Page within Summoning, allowing you to jump to the Create Familiar screen relating to that Mark.
* The Potion UI has been reworked and updated, now giving you nicer filtering options as well as more settings for Potions.
* Quick buying of items from the Shop has been added. Items within Crafting related Skills that contain a small Shop icon in the top left corner can be clicked to quickly buy more of that item via a small popup window. This functionality has also been added to Compost and Gloop within the Farming Page.
* You can now enable/disable Auto reuse potions from the new Potion UI for each individual Skill. This is no longer a global setting.
* You can now see which Agility Obstacle is currently built within the "Build Agility Obstacle" window.
* Cherry Seeds can now be obtained from the Bird Nest.
* A small tick now displays on the Skilling Minibar to represent if that particular item is currently equipped in your active Equipment Set.
* New Special Attack Debuff - <span style="color:green">'''Poison'''</span> - Deal 10% of max HP as dmg over 10 seconds
* The Max Skillcape will now display on the Skilling Minibar, alongside the button for the Skill's respective Skillcape. This will only display once you have purchased at least 1 Max Skillcape.
* All Monsters within the Spider Forest Dungeon now have a Special Attack - Venom (25%) - Applies Poison on hit.
* Added a "View Monster Stats" window to the game, allowing you to view the stats and Special Attacks/Passive of Monsters you have killed. This can be accessed by clicking the Monster's image in the Monster Log.
* All Monsters within the Icy Hills Combat Area, and Frozen Cove Dungeon now have a Special Attack, introducing the brand new Frostburn ailment - 30% chance when Enemy hits you applies Frostburn which slows you for 10% for 3 turns and deals 3% of your Current HP as damage (in addition to existing damage) for each of the turns.
* Search Summoning Synergies page now contains an icon of the Skill relating to the Familiar in the top left corner.
* All Monsters within the Dragon Valley Combat Area now have a Dragonbreath Special Attack (Weaker than existing ones). It also has a chance to apply Burn to you. This also means these Monsters that appear in the Dragon's Den also contain the new Special Attack.
* The new Combat system will now attempt to mitigate browser throttling automatically by comparing timestamps and awarding you the correct progress if a large enough time difference is detected.
* All Monsters within the Arid Plains Slayer Area now have a Lesser Sandstorm Special Attack. The Sandbeast keeps it's existing Sandstorm Special Attack.
* A large popup will now display if your Force Save to the Cloud does not succeed for whatever reason.
* The Elementalist now has 4 different Special Attacks. Each with a 5% to proc, they will either inflict Stun, Burn, Freeze or Frostburn upon you.
* There is also a nice new notification confirming if the Cloud Save was successful.
* The Bandit Leader in the Bandit Camp Dungeon has a new Special Attack - Rapid Fire (20%) - Buffs Enemy Attack Interval by +10% for 2 turns and fires a volley doing 2 normal hits.
* The confirmation popup when attempting to load a Save while connected to the Cloud will now also display the save's timestamp.
* The Elder Dragon in the Dragon's Den also has a Special Attack now - Burning Fireball (40%) - Shoots a fireball dealing 450 dmg and applies burns if hit, avoidable
* Chickens now also drop up to 4 Raw Chickens (Don't ask me how).
* Egg Chest from the Chicken Coop Dungeon now drops up to 40 Raw Chicken (50% chance).
* Cows now also drop up to 4 Raw Beef.
* Added new Skilling Items to their respective Skilling Minibars
* The mini sidebar option in the Settings is now saved
* Added a Level 50 Thieving Mastery Bonus: -0.2s Thieving Interval
* Added Monster -0.2s Respawn Timer to Combat Agility Pillar
* Quantities for Item Recipes in Crafting related skills now display their exact quantity on mouse hover / tap.
* Added a loot table to the Golbin Thieving NPC
* The Book of Occults now also provides +20% Summoning Max Hit
* The icons for costs within the Shop now have tooltips.
* Added +10% Agility GP Gain to Agility Skillcape as an additional bonus to the existing one.
* '''Steam Only''' - Added Zoom Levels for 110%, 120% and 130% in Settings.


==== Changed Features ====
==== Changed Features ====
* The Setting menu has been revamped to use toggles and dropdowns
* Player Stats such as Max Hit, Evasion Rating and Accuracy Ratings have been adjusted as per the above breakdown.
* Improved the contrast of damage splashes, and made them appear on the hitpoints bar at the point that damage was taken
* Increased the amount of Bank Slots a Hardcore Character can buy to 78, up from 68.
* The Spend Mastery XP screen is now sorted for Agility, Thieving and Farming
* All images for Items have been converted to PNG format (They were previously SVG). This should drastically increase performance throughout the bank, specifically with banks that contain over 100 items.
* Chickens now have a 50% chance to drop Feathers due to Raw Chicken drop, down from 100%
* "Attack Speed" is now known as "Attack Interval" throughout the entire game to allow for clear descriptions of Modifiers.
* Chickens can now drop up to 90 Feathers, up from 45 to accommodate for the Raw Chicken drop inclusion.
* Ku-Tul now has a Max Hit for Normal Attacks of 765, up from 10.
* Cows now have a 50% chance to drop Leather due to Beef drop, down from 100%
* Reduced Glacia's Magic Damage Bonus to 8, down from 17. This is due to the above stat changes to ensure her Max Hit does not increase above her intended Max.
* Cows can now drop up to 6 Leather, up from 3 to accommodate for the Beef drop inclusion.
* Reduced Malcs, the Leader of the Dragons' Strength Level to 669, down from 700. Due to the above stat calcuation changes, his Max Hit has increased by 1.
* Egg Chest now has a 50% chance to drop Feathers to accommodate for the Raw Chicken drop inclusion.
* Buff - Burn DOT Effect - Now deals damage equal to 15% of Current HP over 2.5s (Up from 15% Current HP over 5s). "Current HP" refers to the HP of the Player/Enemy the Burn effect is applied to.
* Increased Feather drops from Egg Chest to 1000, up from 400.
* Buff - Pig + Ent Synergy - +15% chance to receive +1 Cooked Food in Cooking. Cannot be doubled (Up from 1%).
* The Plant now drops up to 3 Potatoes, up from 1.
* Buff - Wolf + Unicorn Synergy - +50% Lifesteal from Bleed damage (Up from 1%)
* The Plant now has a 100% chance to drop an item on death, up from 75%.
* Buff - Ent + Monkey Synergy - In Woodcutting, +30% chance for a random Silver or Gold Jewelry to drop instead of a Bird Nest (Up from 1%).
* Changed the bonus of Thieving Gloves to: +75 Thieving Stealth
* Buff - Mole + Leprechaun Synergy - When successfully pickpocketing the Miner in Thieving, +20% chance to get a random Gem (Up from 10%).
* The Ancient Sword now additionally provides +20% Damage to all Monsters when you have 100% HP
* Buff - Pig + Leprechaun Synergy - The Chef in Thieving now deals no damage to you. Now also Grants +1 Base Items from the Chef.
* The Ancient Sword special attack now has a 100% chance (up from 20%). The lifesteal of the attack has been decreased to 20% (down from 25%).
* Cloudburst Staff - New Special Attack Name & Description (Still works the same, no mechanical changes) - Magic Ray (100%) Converts your selected Standard Magic Spell into a Magic Ray, dealing up to 40% of your normal damage 5 times over 1.6s. On a hit, gives the enemy +15% Attack Interval for 2 of the enemy's turns. Consumes Runes per hit.
* The Ancient Sword is now roughly 2 times more common from Pirate Booty
* Sandstorm Ring - Special Attack is now Melee Only and cannot be used if you are using a Ranged or Magic Attack Type. It will not display in the Special Attack list if it cannot be used.
* Changed the bonus of the Thieving Skillcape to: -0.5s Thieving Interval, +100% GP from Thieving and +150 Thieving Stealth
* Sandstorm Ring - Now requires Level 50 Attack to equip.
* Buffed Regeneration Potions. They now provide +[30,60,100,150]% Hitpoint Regeneration (up from +[3,5,8,12]%) and have [15,25,40,60] charges (up from [5,8,10,15])
* Sandstorm Ring - Special Attack chance is now 15%, down from 20%.
* Changed the bonus of Gentle Hands Potions to +[15,30,50,75] Thieving Stealth
* Sandstorm Ring - Damage dealt is now 1% - 15% of Current Player HP, down from 5 - 15%
* Changed the increased Thieving Success rate of Gloves of Silence to +50 Thieving Stealth and -0.1s Thieving Interval
* Sand Beast's Sandstorm Special Attack - Damage dealt is now 1% - 15% of Current Enemy HP, down from 5 - 15%
* The Thieving Game Guide has been rewritten with information on the new mechanics
* The format in which Local Saves are stored has changed. Local Saves now only store the compressed string into Local Storage. It no longer stores each individual save item. Old save formats are automatically converted to the new format upon loading. Old saves are still compatible with this version.
* Renamed the Farmer NPC to Bob the Farmer
* Adjusted the loot tables of the Lumberjack, Fisherman, Chef, Miner and Knight NPCs
* Refactored the Shop menu. It should have improved performance and now update more consistently.
* Reduced the base GP values of all Agility obstacles by 20%
* Changed the 10% Thieving Mastery Pool Checkpoint Bonus to: +30 Thieving Stealth, +3% increased Thieving XP
* Changed the 25% Thieving Mastery Pool Checkpoint Bonus to: -0.2s Decreased Thieving Interval, +3% increased Thieving Mastery XP
* Changed the 50% Thieving Mastery Pool Checkpoint Bonus to: +100% increased gold from Thieving
* Changed the 95% Thieving Mastery Pool Checkpoint Bonus to: +100 Thieving Stealth, chance to gain unique area items from Thieving is tripled
* Changed the level scaling Thieving Mastery Bonus to: +1 Thieving Stealth per Mastery Level, +1% GP from thieving per Mastery Level
* Changed the level 99 Thieving Mastery Bonus to: +75 Thieving Stealth
* Changed the drop rate of Chapeau Noir from 1 in 10000 to 1 in 20000
* Cris, the Cooking Pet, now provides +5% chance to double items in Cooking. Nothing changed other than the wording to accommodate for the inclusion of Non-Fish Food.
* Cooking Gloves from the Shop now provides +10% chance to successfully Cook an item, instead of "Never burn an item".
* Increased Bank Slot Shop purchase limit on Hardcore Characters to 88, up from 78.
* Changed the Leprechaun Monkey Synergy to: Upon receiving a Common Drop from Thieving, automatically sell it for 1500% of its base sale price
* Changed the Pig Mole Synergy to: Cooking Success Rate is capped at 75%. Grants 100 Coal Ore when failing to Cook Food.


==== Bug Fixes ====
==== Bugfixes ====
'''This list is quite small due to the amount of bugs that were hotfixed over the last few weeks.'''
* "Most Recent Save" banner on the character selection screen now displays accurately (This was hotfixed roughly 6 weeks ago).
* Fixed display of agility modifiers on 99 Mastery obstacles
* Smithing gloves now correctly provides +50% Smithing Skill XP (Additive)
* Fixed skill gloves being unbuyable from the shop when lost from dying or Alt. Magic
* Merged Coal Ore drops from Mining Cape and general Mining on the Welcome Back screen
* Fixed issue where popups would sometimes replace the Welcome Back from Offline popup
* Offline Progress spinner on the Welcome Back popup no longer causes a scroll bar to appear and disappear rapidly
* Dismissing the Offline Combat Disabled message (Without enabling it) will now keep that notice dismissed on reload for that character only (You need to dismiss it once per character per device)
* Inconsistencies with mouse icon on horizontal menu items in crafting related skills has been fixed.
* Fixed actions that interrupt your attack (e.g. Manually eating) not resetting multi-hit special attacks
* Issues loading into the game from Offline Progress that cause errors have mostly been rectified.
* Fixed game using wrong combat triangle in Adventure and Hardcore mode
* Activating Offline Thieving by switching tab or minimizing the game would not always activate the Offline session, causing 0 XP to be gained upon returning
* Fixed global player object being reassigned when viewing equipment stats in golbin raid (this fixes a number of issues with the bank showing raid equipment, and burying bones not giving prayerpoints)
* Skilled Fletching Potion III was providing 10% bonus instead of the intended 15% bonus
* Fix Dragon-Minotaur Synergy removing modifiers from player when player burn DOT was removed while enemy was spawning
* Burning status icon in Combat is displayed on Player permanently, without taking burn damage
* Fix DOTs not saving correctly
* Ranged Strength was calculated twice if Throwing Knives/Javelins were equipped (Visual only).
* Fix Dragon-Minotaur Synergy not being applied when loading the game
* No comma notation on Runecrafting Screen for currently selected item.
* Fix Unicorn-Wolf Synergy giving only 1% bleed lifesteal. It now provides the correct 50%.
* Rare issues of Auto Eat using more food than intended should be fixed.
* Fixed bank sort order of (G) Dragon Helmet and Hard Leather Gloves
* Priest Hat increased Prayer Costs by 1, instead of reducing it as intended.
* Fixed skilling minibar not updating when gaining an item that belongs on it
* Offline Woodcutting was not providing double log bonuses.
* Fixed bones selected in bank showing that they grant 0 Prayer Points
* Max Skillcape and Cape of Completion were providing a larger HP regen bonus than intended.
* Fixed Smithing Glove tooltip on Smithing Page
* Summoning was not applying the cost reduction bonus obtained at Level 99 Mastery
* Fixed Pet Master Achievements on Steam requiring pets that don't count for completion
* Slayer Platebody (Elite) was providing +15% Slayer XP Bonus instead of the intended +30%.
* Fixed Finn the Cat's description on adventure mode
* Double clicking loot will give both the clicked loot and the loot to the right without removing the right side loot allowing infinite duplication.
* Fixed Summoning Milestones using the old images for familiars
* Issue that caused the "Sell x" textbox in the Bank to lag considerably during long play sessions when changing the value has been recitified.
* Fixed Alt. Magic not highlighting in sidebar when casting Alt. Magic spells
* Performance around equipping and unequipping items have been greatly improved.
* Fixed Alt. Magic spells not unlocking when returning from offline progress or tabbing out
* Tooltips within the Bank no longer have a slight delay when displaying due to high item counts.
* Fixed typo in Mole Salamander synergy (verion -> version)
* Very rare occurance of dying twice within the Fire God Dungeon has been fixed.
* Fixed async bugs with offline pause feature. This should fix the "null" errors that popped up frequently.
* Memory Leak issues should be mostly eliminated for Steam users.
* Fixed multiple offline progress modals from tabbing out not working correctly
* Slayer 'Cancel' New Task selection button disappaering when Monster respawns.
* Development Roadmap & Privacy Policy link on character selection should now work
* Slayer Sidebar Menu item not being highlighted while training but Thieving is.
* '''IOS Only''' - Potentially fixed issue causing App to crash on load when connected to WiFi.
* Rare occurance of dungeons icons not working while fighting the second+ Monster.
* '''Steam Only''' - Zoom Level from Settings will remember its value and default to it on load of a Character.
* Dropped Loot tooltips not showing item descriptions, special attacks or healing value
* When you equip/bury something from the bank or change attack style the Hitpoints label is unhighlighted until the next new monster is refreshed to fight.
* Runic Ruins Magic Evasion debuff being applied incorrectly while using Magic
* Rare occurance of super fast attack interval within the Golbin Raid should be rectified.
* Combat Skill Progress Bars should be fixed and no longer show incorrect progress.
* Golbin Raid should now correctly set your character unlocks back to the intended values when leaving or dying within the Raid. This includes Prayers and Magic Spells.
* Activating Prayers now correctly changes the text of Prayer in the Sidebar green
* Special Attacks persisting after weapon swapping in Golbin Raid should be fixed.
* Rare occurance of fluctuating damage values for the Tidal Edge should be recitified.
* Lack of description on Summoning Attack Bar tooltip within Combat is now fixed.
* Summon attacks that miss in Combat now correctly display a Miss indicator.
* Finding the Red Herring within the Golbin Raid will no longer break everything.
* CPU usage due to progress bars within Combat should now use much less CPU.
* Issue with Crafting unintentionally using Combat Doubling Chance has been fixed.
* Ancient Magicks tooltip displaying how many clears are remaining should no longer go into negatives.
* Mud Runes are now inside the Combination Runes array.
* Ent + Monkey Synergy only used charges on birds nest drop (Online only)
* Ent + Bear Synergy used charges when the potion was inactive (Both Online & Offline)
* Octopus + Bear Synergy used charges when the potion was inactive (Online only)
* Octopus + Bear Synergy was not using charges offline
* Devil + Bear Synergy used charges when the potion was inactive (Both Online & Offline)
* Pig + Bear Synergy used charges when the potion was inactive (Both Online & Offline)
* Pig + Devil Synergy didn't use charges in Cooking (Online only)
* Mole + Octopus Synergy only used charges on gem drop (Both Online & Offline)
* Mole + Salamander Synergy used charges even when Mining Ores with no smeltable output (Both Online & Offline)
* Mole + Bear Synergy used charges when the potion was inactive (Both Online & Offline)
* Salamander + Ent Synergy charges used the incorrect interval resulting in inaccurate Summoning XP provided (Offline only)
* Salamander + Octopus Synergy used the incorrect interval resulting in inaccurate Summoning XP provided (Both Online & Offline)
* Salamander + Pig Synergy is used charges at the start of the interval
* Salamander + Pig Synergy was not consuming charges as intended (Offline only)
* Salamander + Crow Synergy used the incorrect interval resulting in inaccurate Summoning XP provided (Offline only)
* Salamander + Bear Synergy used charges when smithing Gold Bars even though it didn't use the potion (Both Online & Offline)
* Salamander + Bear Synergy used the incorrect interval resulting in inaccurate Summoning XP provided (Offline only)
* Salamander + Devil Synergy used charges when Smithing items without Coal requirements (Both Online & Offline)
* Leprechaun + Octopus Synergy actually halved the interval, instead of doubling it for Fisherman in Theiving lol.
* Leprechaun + Pig Synergy only used charges when you failed the pickpocket (Online only)
* Leprechaun + Devil Synergy incorrectly rolling the RNG value, resulting in inaccurate bonuses provided (Online only)
* Monkey + Pig Synergy didn't use charges (Offline only)
* Monkey + Pig Synergy didn't use charges when preserving resources (Both Online & Offline)
* Monkey + Bear Synergy used charges when the potion was inactive (Both Online & Offline)
* Crow + Salamander Synergy used the incorrect interval resulting in inaccurate Summoning XP provided (Offline only)
* Crow + Bear Synergy used charges when the potion was inactive (Both Online & Offline)


[[Category:Version]]
[[Category:Version]]

Revision as of 07:26, 7 December 2021

Alpha v0.21 - (13th August 2021)

Introduction

The Major Update is a lot different than all previous ones released. It focuses on providing an extremely important feature to the game, as well as fixing a lot of issues that have been present.

The lack of new content or changes to explore in this update might be disappointing to some, but I hope what it does provide is the functionality and stability you have been looking for in Melvor Idle.

I also want to point out that pretty much all credit for this update must be handed over to Coolrox95. He was the one who developed the Combat Rewrite and Offline Combat portion of this update. It has allowed for easier growth and scalability within the game, and also enabled one of the most important and highly requested features of the game to become a reality.

I ask that you pass on all thanks to him for this, as this update is not mine to take any credit for.

Combat Rewrite

It was well overdue, but the complete rewrite of Combat has been done. This rewrite will allow for faster development, as well as cleaning up many inconsistencies that exist throughout the previous Combat system.

What has Changed?

Most of the rework focused on the back-end side of things, changing the way Combat itself works and operates behind the scenes.

From a general player perspective, you won't notice much of a change at all. There are a few new QoL additions which are detailed below.

The most important change is that Combat has been transitioned to a tick-based system. What this means is that Combat performs its operations every 50ms, allowing for accurate calculations as well as increasing general performance.

New Stuff & QoL

There's a few new features and QoL that you will enjoy:

  • All buffs and debuffs will now display as an icon next to your HP (As well as the Enemy's). They also contain a tooltip detailing their effects and a number showing how many turns are remaining on the debuff.
  • Improved Damage Splashes allow for better visualization of when players/enemies are damaged and healed, and what source the damage is from.
  • Special Attack descriptions that contain buffs/debuffs will nwo highlight the buff/debuff in a different text colour.
  • Hot-swapping equipment is now possible, which means you can swap gear with a full bank and not have to worry about clearing a slot to unequip something if it is a direct swap.
  • Equipping a two-handed weapon, Javelins or Throwing Knives will now display that same weapon within the 2nd slot it takes up (slightly faded image).
  • There is now a Setting to disable Combat Progress bars if they are causing performance issues.
  • Due to the tick-based functionality, the new Combat system will mitigate browser throttling automatically by comparing timestamps and awarding you the correct progress if a large enough difference is detected.

There has also been some changes to Player Stat Calculations which will make them consistent across the board.

Changes to Player Stat Calculations

Several formulas for player stat calculations have been tweaked slightly to make them consistent with the stat calculations of enemies, as well as correcting some inconsistencies between the different ranged, magic and melee calculations. Overall these changes have resulted in a slight buff to players in combat. Outlined below are the changes to each of the core stats.

Melee & Ranged Max Hits

The base calculation for melee and ranged max hit has remained the same and is as follows:

[math]\displaystyle{ \text{Mat Hit} = \left \lfloor \text{Gamemode Multiplier} \times \left (1.3 + \frac{\text{Effective Strength Level}}{10} + \frac{\text{Strength Bonus}}{80} + \frac{\text{Effective Strength Level} \times \text{Strength Bonus}}{640} \right ) \right \rfloor }[/math]

Strength bonus rtefers to the bonus provided by equipment. Gamemode Multiplier refers to the multiplier to all HP related values for a gamemode. This is 10 for Standard and Hardcore mode, and 100 for Adventure mode. Effective Strength Level is calculated from the player's skill levels and any hidden levels. This calculation has been changed for players to be consistent with enemies as follows:

Effective Melee Strength Level

Old: [math]\displaystyle{ \text{Strength Level} + \text{Hidden Strength Levels} + 8 }[/math]

New: [math]\displaystyle{ \text{Strength Level} + \text{Hidden Strength Levels} + 9 }[/math]

Effective Ranged Strength Level

Old: [math]\displaystyle{ \text{Ranged Level} + \text{Hidden Ranged Levels} + \text{Style Bonus} }[/math]

New: [math]\displaystyle{ \text{Ranged Level} + \text{Hidden Ranged Levels} + 9 }[/math]

Note: The style bonus for the Accurate style has been changed to just provide +3 Hidden Ranged Levels. Overall this change increases the Effective Ranged Strength level by +9.

Magic Max Hits

The base calculation for magic max hit as remained the same for players:

[math]\displaystyle{ \text{Max Hit} = \left \lfloor \text{Gamemode Multiplier} \times \text{Spell Max Hit} \times \left ( 1 + \frac{\text{Magic Damage Bonus}}{100} \right ) \left ( 1 + \frac{\text{Magic Level} + \text{Hidden Magic Levels} + 1}{200} \right ) \right \rfloor }[/math]

Magic Damage Bonus is the percent bonus provided by equipment.

Enemies have been changed to use the same formula as players, and have had their spell selection and magic damage bonuses adjusted to produce similar max hits as before, resulting in slightly lower values overall.

Evasion Ratings

The base calculation for evasion ratings is as follows:

[math]\displaystyle{ \text{Evasion Rating} = \text{Effective Defence Level} \times \left ( \text{Defence Bonus} + 64 \right ) }[/math]

Melee Evasion

The effective defence level calculation has been changed to be consistent with Ranged and Magic Evasion.

Old: [math]\displaystyle{ \text{Defence Level} + \text{Hidden Defence Levels} + 8 }[/math]

New: [math]\displaystyle{ \text{Defence Level} + \text{Hidden Defence Levels} + 9 }[/math]

Ranged Evasion

The effective defence level calculation has remained the same as:

Effective Defence Level: [math]\displaystyle{ \text{Defence Level} + \text{Hidden Defence Levels} + 9 }[/math]

Magic Evasion

The effective defence level calculation has remained the same as:

Effective Defence Level: [math]\displaystyle{ 0.7 \times \left ( \text{Magic Level} + \text{Hidden Magic Levels} \right ) + 0.3 \times \left ( \text{Defence Level} + \text{Hidden Defence Levels} + 9 \right ) }[/math]

Accuracy Ratings

The base calculation for accuracy rating is as follows:

[math]\displaystyle{ \text{Accuracy Rating} = \text{Effective Attack Level} \times \left ( \text{Attack Bonus} + 64 \right ) }[/math]

The attack bonus is the bonus provided by equipment

Melee Accuracy

The effective attack level calculation has been changed:

Old: [math]\displaystyle{ \text{Attack Level} + \text{Hidden Attack Levels} + 8 }[/math]

New: [math]\displaystyle{ \text{Attack Level} + \text{Hidden Attack Levels} + 9 }[/math]

Ranged Accuracy

The effective attack level calculation has been changed:

Old: [math]\displaystyle{ \text{Ranged Level} + \text{Hidden Ranged Levels} + \text{Style Bonus} }[/math]

New: [math]\displaystyle{ \text{Ranged Level} + \text{Hidden Ranged Levels} + 9 }[/math]

Note: The style bonus for the Accuracy style has been changed to just provide +3 Hidden Ranged Levels. Overall this change increases the Effective Attack Level by +1.

Magic Accuracy

The effective attack level calculation has been changed:

Old: [math]\displaystyle{ \text{Magic Level} + \text{Hidden Magic Levels} + 8 }[/math]

New: [math]\displaystyle{ \text{Magic Level} + \text{Hidden Magic Levels} + 9 }[/math]

Summoning Max Hit

Summoning max hit has been changed to combine the values of both Summons. Previously it was the largest value of both Summons.

The structure of all items, special attacks, Monsters etc. has changed, so this means a lot of scripts and extensions that interact with Combat will no longer work. Please be cautious of this.

Offline Combat

Along with the rewrite, Offline Combat has also been added.

Offline Combat follows the same rules and functionality of all other Skills in the game. There is a 12 hour Offline cap, and you will be provided with your experience and items upon returning to the game.

The benefit of a tick-based system really shows here, allowing for players to log back into the game at the extact moment they would be if they were training Online.

Here is a breakdown of general Offline Combat features:

  • Offline Combat is calculated exactly as it would be if you were training Online.
  • Returning from an Offline Session will continue exactly where you would be if you were training Online. This includes the progress of a Dungeon, the HP of you or the Monster, and also how far into an Attack you are.
  • All dynamic modifiers to players and enemies are taken into account while Offline, including temporary modifiers from special attacks.
  • All Combat content can be completed Offline, with the exception of Into the Mist where you will return to the game at the start of the first boss fight (Due to the Dungeon Pause mechanic)
  • Auto slayer works Offline, and follows the same rules as Online does when selecting a new Monster to fight.
  • Amulet of Looting works Offline and will collect all Loot, as long as you have the available Bank space. Training without this Amulet will cause your loot to fill up the loot container (Max 16 slots)
  • Bone Amulet works Offline and will bury all Bones that are dropped automatically.
  • All Combat Summoning Familiars and their respective Synergies work Offline.
  • Offline Progress popup will display relevant XP gained, Monsters killed, food consumed, Prayer Points Used, Runes & Arrow consumption, Slayer Coins earned, Summoning Tablet usage, number of Slayer Tasks completed.
  • Yes, it is possible to die Offline (More details about this below)

Dying Offline

As mentioned above, it is possible to die while Offline in Combat.

Dying while Offline will result in the same consequences as dying Online. This means losing an Item for Standard/Adventure Characters and losing your Character entirely for Hardcore Characters.

If you die Offline, Combat will not progress. There is also no way of the game notifying you that you died while away due to the nature of the game.

To help mitigate the risk of accidental deaths, these have been added to the game:

  • Offline Combat is disabled by default, and must be enabled by the Player.
  • Attempting to enable Offline Combat will display a large warning screen, where a Player must agree to the listed points before being able to turn it on.
  • Offline Combat can be disabled at any time. Re-enabling will require the same points as above to be agreed upon again.
  • You can now view the stats and special attacks of Monsters you have killed from the Monster log.

Offline Combat is DISABLED by default for all Characters. You will be required to enable it for each Character if you wish to use it (You won't miss the notification in game). This can be enabled/disabled as you please from the Settings page.

Changelog

New Features

  • Combat has been completely rewritten from the ground-up, transitioning to a tick-based system in the process.
  • Offline Combat has been introduced, allowing for all Combat content to be completed Offline in the exact same manner as it would be done Online.
  • Offline Combat can be enabled/disabled, which comes with a warning popup that must be agreed to every time you wish to enable Offline Combat.
  • Returning to the game during an Offline Combat session will continue exactly where it would be if you were training Online.
  • Combat now performs all required calculations every 50ms instead of set intervals, allowing for more accurate gameplay as well as increased performance.
  • Added icons for Buffs and Debuffs to the game that display next to HP values within Combat. These icons contain a Tooltip detailing their effects as well as a number showing how many turns are remaining until it disappears.
  • Improved Damage Splashes allow for better visualization of when players/enemies are damaged and healed, and what source the damage is from
  • Hot-swapping equipment is now possible, which means you can swap gear with a full bank and not have to worry about clearing a slot to unequip something if it is a direct swap.
  • Special Attack descriptions that contain buffs/debuffs will now highlight the buff/debuff in a different text colour.
  • Equipping a two-handed weapon, Javelins or Throwing Knives will now display that same weapon within the 2nd slot it takes up (slightly faded image).
  • New Setting has been added to disable Combat Progress Bars
  • New Setting has been added to disable Combat Damage Splashes
  • New Setting has been added to disable Preservation notifications.
  • A button has been added to the Marks Page within Summoning, allowing you to jump to the Create Familiar screen relating to that Mark.
  • Quick buying of items from the Shop has been added. Items within Crafting related Skills that contain a small Shop icon in the top left corner can be clicked to quickly buy more of that item via a small popup window. This functionality has also been added to Compost and Gloop within the Farming Page.
  • You can now see which Agility Obstacle is currently built within the "Build Agility Obstacle" window.
  • A small tick now displays on the Skilling Minibar to represent if that particular item is currently equipped in your active Equipment Set.
  • The Max Skillcape will now display on the Skilling Minibar, alongside the button for the Skill's respective Skillcape. This will only display once you have purchased at least 1 Max Skillcape.
  • Added a "View Monster Stats" window to the game, allowing you to view the stats and Special Attacks/Passive of Monsters you have killed. This can be accessed by clicking the Monster's image in the Monster Log.
  • Search Summoning Synergies page now contains an icon of the Skill relating to the Familiar in the top left corner.
  • The new Combat system will now attempt to mitigate browser throttling automatically by comparing timestamps and awarding you the correct progress if a large enough time difference is detected.
  • A large popup will now display if your Force Save to the Cloud does not succeed for whatever reason.
  • There is also a nice new notification confirming if the Cloud Save was successful.
  • The confirmation popup when attempting to load a Save while connected to the Cloud will now also display the save's timestamp.

Changed Features

  • Player Stats such as Max Hit, Evasion Rating and Accuracy Ratings have been adjusted as per the above breakdown.
  • Increased the amount of Bank Slots a Hardcore Character can buy to 78, up from 68.
  • All images for Items have been converted to PNG format (They were previously SVG). This should drastically increase performance throughout the bank, specifically with banks that contain over 100 items.
  • "Attack Speed" is now known as "Attack Interval" throughout the entire game to allow for clear descriptions of Modifiers.
  • Ku-Tul now has a Max Hit for Normal Attacks of 765, up from 10.
  • Reduced Glacia's Magic Damage Bonus to 8, down from 17. This is due to the above stat changes to ensure her Max Hit does not increase above her intended Max.
  • Reduced Malcs, the Leader of the Dragons' Strength Level to 669, down from 700. Due to the above stat calcuation changes, his Max Hit has increased by 1.
  • Buff - Burn DOT Effect - Now deals damage equal to 15% of Current HP over 2.5s (Up from 15% Current HP over 5s). "Current HP" refers to the HP of the Player/Enemy the Burn effect is applied to.
  • Buff - Pig + Ent Synergy - +15% chance to receive +1 Cooked Food in Cooking. Cannot be doubled (Up from 1%).
  • Buff - Wolf + Unicorn Synergy - +50% Lifesteal from Bleed damage (Up from 1%)
  • Buff - Ent + Monkey Synergy - In Woodcutting, +30% chance for a random Silver or Gold Jewelry to drop instead of a Bird Nest (Up from 1%).
  • Buff - Mole + Leprechaun Synergy - When successfully pickpocketing the Miner in Thieving, +20% chance to get a random Gem (Up from 10%).
  • Buff - Pig + Leprechaun Synergy - The Chef in Thieving now deals no damage to you. Now also Grants +1 Base Items from the Chef.
  • Cloudburst Staff - New Special Attack Name & Description (Still works the same, no mechanical changes) - Magic Ray (100%) Converts your selected Standard Magic Spell into a Magic Ray, dealing up to 40% of your normal damage 5 times over 1.6s. On a hit, gives the enemy +15% Attack Interval for 2 of the enemy's turns. Consumes Runes per hit.
  • Sandstorm Ring - Special Attack is now Melee Only and cannot be used if you are using a Ranged or Magic Attack Type. It will not display in the Special Attack list if it cannot be used.
  • Sandstorm Ring - Now requires Level 50 Attack to equip.
  • Sandstorm Ring - Special Attack chance is now 15%, down from 20%.
  • Sandstorm Ring - Damage dealt is now 1% - 15% of Current Player HP, down from 5 - 15%
  • Sand Beast's Sandstorm Special Attack - Damage dealt is now 1% - 15% of Current Enemy HP, down from 5 - 15%
  • The format in which Local Saves are stored has changed. Local Saves now only store the compressed string into Local Storage. It no longer stores each individual save item. Old save formats are automatically converted to the new format upon loading. Old saves are still compatible with this version.

Bugfixes

  • "Most Recent Save" banner on the character selection screen now displays accurately (This was hotfixed roughly 6 weeks ago).
  • Smithing gloves now correctly provides +50% Smithing Skill XP (Additive)
  • Merged Coal Ore drops from Mining Cape and general Mining on the Welcome Back screen
  • Offline Progress spinner on the Welcome Back popup no longer causes a scroll bar to appear and disappear rapidly
  • Inconsistencies with mouse icon on horizontal menu items in crafting related skills has been fixed.
  • Issues loading into the game from Offline Progress that cause errors have mostly been rectified.
  • Activating Offline Thieving by switching tab or minimizing the game would not always activate the Offline session, causing 0 XP to be gained upon returning
  • Skilled Fletching Potion III was providing 10% bonus instead of the intended 15% bonus
  • Burning status icon in Combat is displayed on Player permanently, without taking burn damage
  • Ranged Strength was calculated twice if Throwing Knives/Javelins were equipped (Visual only).
  • No comma notation on Runecrafting Screen for currently selected item.
  • Rare issues of Auto Eat using more food than intended should be fixed.
  • Priest Hat increased Prayer Costs by 1, instead of reducing it as intended.
  • Offline Woodcutting was not providing double log bonuses.
  • Max Skillcape and Cape of Completion were providing a larger HP regen bonus than intended.
  • Summoning was not applying the cost reduction bonus obtained at Level 99 Mastery
  • Slayer Platebody (Elite) was providing +15% Slayer XP Bonus instead of the intended +30%.
  • Double clicking loot will give both the clicked loot and the loot to the right without removing the right side loot allowing infinite duplication.
  • Issue that caused the "Sell x" textbox in the Bank to lag considerably during long play sessions when changing the value has been recitified.
  • Performance around equipping and unequipping items have been greatly improved.
  • Tooltips within the Bank no longer have a slight delay when displaying due to high item counts.
  • Very rare occurance of dying twice within the Fire God Dungeon has been fixed.
  • Memory Leak issues should be mostly eliminated for Steam users.
  • Slayer 'Cancel' New Task selection button disappaering when Monster respawns.
  • Slayer Sidebar Menu item not being highlighted while training but Thieving is.
  • Rare occurance of dungeons icons not working while fighting the second+ Monster.
  • Dropped Loot tooltips not showing item descriptions, special attacks or healing value
  • When you equip/bury something from the bank or change attack style the Hitpoints label is unhighlighted until the next new monster is refreshed to fight.
  • Runic Ruins Magic Evasion debuff being applied incorrectly while using Magic
  • Rare occurance of super fast attack interval within the Golbin Raid should be rectified.
  • Combat Skill Progress Bars should be fixed and no longer show incorrect progress.
  • Golbin Raid should now correctly set your character unlocks back to the intended values when leaving or dying within the Raid. This includes Prayers and Magic Spells.
  • Activating Prayers now correctly changes the text of Prayer in the Sidebar green
  • Special Attacks persisting after weapon swapping in Golbin Raid should be fixed.
  • Rare occurance of fluctuating damage values for the Tidal Edge should be recitified.
  • Lack of description on Summoning Attack Bar tooltip within Combat is now fixed.
  • Summon attacks that miss in Combat now correctly display a Miss indicator.
  • Finding the Red Herring within the Golbin Raid will no longer break everything.
  • CPU usage due to progress bars within Combat should now use much less CPU.
  • Issue with Crafting unintentionally using Combat Doubling Chance has been fixed.
  • Ancient Magicks tooltip displaying how many clears are remaining should no longer go into negatives.
  • Mud Runes are now inside the Combination Runes array.
  • Ent + Monkey Synergy only used charges on birds nest drop (Online only)
  • Ent + Bear Synergy used charges when the potion was inactive (Both Online & Offline)
  • Octopus + Bear Synergy used charges when the potion was inactive (Online only)
  • Octopus + Bear Synergy was not using charges offline
  • Devil + Bear Synergy used charges when the potion was inactive (Both Online & Offline)
  • Pig + Bear Synergy used charges when the potion was inactive (Both Online & Offline)
  • Pig + Devil Synergy didn't use charges in Cooking (Online only)
  • Mole + Octopus Synergy only used charges on gem drop (Both Online & Offline)
  • Mole + Salamander Synergy used charges even when Mining Ores with no smeltable output (Both Online & Offline)
  • Mole + Bear Synergy used charges when the potion was inactive (Both Online & Offline)
  • Salamander + Ent Synergy charges used the incorrect interval resulting in inaccurate Summoning XP provided (Offline only)
  • Salamander + Octopus Synergy used the incorrect interval resulting in inaccurate Summoning XP provided (Both Online & Offline)
  • Salamander + Pig Synergy is used charges at the start of the interval
  • Salamander + Pig Synergy was not consuming charges as intended (Offline only)
  • Salamander + Crow Synergy used the incorrect interval resulting in inaccurate Summoning XP provided (Offline only)
  • Salamander + Bear Synergy used charges when smithing Gold Bars even though it didn't use the potion (Both Online & Offline)
  • Salamander + Bear Synergy used the incorrect interval resulting in inaccurate Summoning XP provided (Offline only)
  • Salamander + Devil Synergy used charges when Smithing items without Coal requirements (Both Online & Offline)
  • Leprechaun + Octopus Synergy actually halved the interval, instead of doubling it for Fisherman in Theiving lol.
  • Leprechaun + Pig Synergy only used charges when you failed the pickpocket (Online only)
  • Leprechaun + Devil Synergy incorrectly rolling the RNG value, resulting in inaccurate bonuses provided (Online only)
  • Monkey + Pig Synergy didn't use charges (Offline only)
  • Monkey + Pig Synergy didn't use charges when preserving resources (Both Online & Offline)
  • Monkey + Bear Synergy used charges when the potion was inactive (Both Online & Offline)
  • Crow + Salamander Synergy used the incorrect interval resulting in inaccurate Summoning XP provided (Offline only)
  • Crow + Bear Synergy used charges when the potion was inactive (Both Online & Offline)