Alpha v0.22 - (29th September 2021)

Thieving Rework

  Thieving has always been one of the most lacklustre 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 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.

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.

New NPCs and Unique Drops

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.

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.

You may even find some exotic crafting materials, which can be used to make special pouches and bags to aid in your adventures even more.

The Art of Stealth

This rework introduces two new mechanics known as Stealth and Perception.

Perception is a measure of how difficult an NPC is to steal from, while Stealth is how good you are at stealing. Your Stealth competes against an NPC's Perception.

  • Your success rate is determined by: [math]\displaystyle{ 100 \times \tfrac{100 + \text{Stealth}}{100 + \text{Perception}}\% }[/math]
  • Your chance to double items is increased by: [math]\displaystyle{ 25 \times \tfrac{\text{Stealth}}{\text{Perception}}\% }[/math]
  • Your chance to receive an NPC's unique item is: [math]\displaystyle{ \tfrac{100 + \text{Stealth}}{100 \times \text{Perception}}\% }[/math]

Stealth can be increased in a number of ways.

Balance Changes

  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.

Legend
Unchanged Reduced Increased

Furthermore, anything that used to provide bonuses to Thieving success rate or success rate cap have been changed to provide increases to Stealth or other bonuses.

Interface Overhaul

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.

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.

Thieving is Now Tick Based

  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 each other as they use the same codebase
  •   Mastery now levels up offline and provides the benefits immediately, 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

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.

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.

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.

Cooking Furnace and Cooking Pot

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.

They act the same way as the   Cooking Fire does, while also providing their own unique bonuses within Cooking itself.

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.

These are required to be purchased from within the Shop prior to being able to use them.

Active Cooking and Passive Cooking

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

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.

Only one product can be Actively Cooked at any given time.

Passive Cooking

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.

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.

For example: You can be Actively Cooking Fish and can start Passively Cooking Food on the Furnace and Pot at the same time.

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.

Passive Cooking comes with some very important mechanics that you need to be aware of:

  • 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.

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.

Perfect Cook

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.

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.

Perfect Cook is classed as a bonus; therefore, it is not possible to produce a Perfect product using the Passive Cook mechanic.

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.

Successful Cook and the removal of Burnt Items

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.

Now, products that fail to cook will be yeeted into oblivion, providing nothing for your efforts to Cook something delicious.

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.

This also means all Burnt Food, except the   Burnt Cave Fish, is no longer required for 100% item completion (they are also worth 0  now).

New Shop Upgrades

Along with the rework, we have two new Shop upgrades for you to purchase.

These are Quality of Life upgrades that will help streamline your progression.

  •   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.
  •   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

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.

Here are the main points for the rebalance (details below in changelog):

  • 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   Dragons Den also contain the new Special Attack.
  • All Monsters within the   Arid Plains   Slayer Area now have a Lesser Sandstorm Special Attack. The   Sand Beast keeps its 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 Base Dungeon has a new Special Attack.
  • The   Elder Dragon in the   Dragons Den also has a Special Attack now.
Legend
Nerfed Buffed

New Agility Obstacles

  • Tier 3 - Burning Coals - +3% Cooking Skill XP, +5% Successful Cook Chance, -5% Damage to all Monsters.
  • Tier 5 - Rooftop Run - +3% Thieving Skill XP, +20% GP gained via Thieving, -0.2s Thieving Interval, +35 Stealth, -10% Damage to All Monsters.
  • Tier 8 - Sweltering Pools - +3% Mastery XP in Cooking, -3% Cooking Interval, +10% Healing Value for Food, +10% Auto Eat Efficiency, -20% Global Preservation Chance.

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 lacklustre 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.
  • Is 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

New Features

  • Added 15 new   Cooking Products that can be Cooked.
  • Added a "Perfect Cook" version for all products that can be Cooked. These items have 10% more HP Healing Value and 50% more Item Sale Price than their originals.
  • Added 2 new   Cooking Utilities -   Furnace &   Pot (obtained via the Shop).
  • Added 3 new   Cooking Ingredients to the Materials section of the Shop.
  • Added new   Farming Allotment -   Cherries (and   Cherry Seeds).
  • Added new   Farming Tree -   Apples (and   Apple Tree Seeds).
  • Added 15 New   Thieving NPCs.
  • Added 54 New Unique Items to   Thieving.
  • Added 3 New   Agility Obstacles (listed above).
  • Added 8 New Shop upgrades for   Cooking.
  • Added 4 New   Crafting Recipes for Skilling Bags.
  • Added a   Fletching Recipe for   Jadestone Bolts.   Jadestones can be acquired via   Thieving only.
  •   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.
  •   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.
  • The Potion UI has been reworked and updated, now giving you nicer filtering options as well as more settings for Potions.
  • You can now enable/disable Auto Reuse Potions from the new Potion UI for each individual Skill. This is no longer a global setting.
  •   Cherry Seeds can now be obtained from   Bird Nests.
  • New Special Attack Debuff - Poison - Deal 10% of max HP as damage over 10 seconds.
  • All Monsters within the   Spider Forest Dungeon now have a Special Attack - Venom (25%) - Applies Poison on hit.
  • 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.
  • 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   Dragons Den also contain the new Special Attack.
  • All Monsters within the   Arid Plains Slayer Area now have a Lesser Sandstorm Special Attack. The   Sand Beast keeps its existing Sandstorm Special Attack.
  • 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.
  • The   Bandit Leader in the   Bandit Base 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   Elder Dragon in the   Dragons Den also has a Special Attack now - Burning Fireball (40%) - Shoots a fireball dealing 450 damage 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 Chickens (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   Agility Combat 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

Bug Fixes

This list is quite small due to the amount of bugs that were hotfixed over the last few weeks.

  • Fixed display of   Agility modifiers on 99 Mastery obstacles.
  • Fixed skill gloves being unbuyable from the shop when lost from dying or   Alt. Magic.
  • Fixed issue where popups would sometimes replace the Welcome Back from Offline popup.
  • 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).
  • Fixed actions that interrupt your attack (e.g. manually eating) not resetting multi-hit special attacks.
  • Fixed game using wrong Combat Triangle in   Adventure and   Hardcore mode.
  • 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   Prayer points).
  • Fix   Dragon +   Minotaur Synergy removing modifiers from player when player burn DOT was removed while enemy was spawning.
  • Fix DOTs not saving correctly.
  • Fix   Dragon +   Minotaur Synergy not being applied when loading the game.
  • Fix   Unicorn +   Wolf Synergy giving only 1% Bleed lifesteal. It now provides the correct 50%.
  • Fixed bank sort order of   (G) Dragon Helmet and   Hard Leather Gloves.
  • Fixed Skilling minibar not updating when gaining an item that belongs on it.
  • Fixed Bones selected in bank showing that they grant 0   Prayer Points.
  • Fixed   Smithing Gloves tooltip on   Smithing Page.
  • Fixed Pet Master Achievements on Steam requiring pets that don't count for completion.
  • Fixed   Finn, the Cat's description on   Adventure mode.
  • Fixed   Summoning Milestones using the old images for familiars.
  • Fixed   Alt. Magic not highlighting in sidebar when casting   Alt. Magic spells.
  • Fixed   Alt. Magic spells not unlocking when returning from offline progress or tabbing out.
  • Fixed typo in   Mole +   Salamander synergy (verion -> version).
  • Fixed async bugs with offline pause feature. This should fix the "null" errors that popped up frequently.
  • Fixed multiple offline progress modals from tabbing out not working correctly.
  • Development Roadmap & Privacy Policy link on character selection should now work.
  • IOS Only - Potentially fixed issue causing App to crash on load when connected to WiFi.
  • Steam Only - Zoom Level from Settings will remember its value and default to it on load of a Character.
Melvor Idle Version History (Current: v1.2.2)
2018 v0.01 v0.01.1, v0.01.2 | v0.02 | v0.03 v0.03.1, v0.03.2, v0.03.3, v0.03.4, v0.03.5, v0.03.6
2019 v0.04 v0.04.2, v0.04.3 | v0.05 v0.05.1 | v0.06 | v0.07 v0.07.1 | v0.08 v0.08.1, v0.08.2 | v0.09 v0.09.1, v0.09.2 | v0.10 v0.10.1, v0.10.2
2020 v0.11 v0.11.1, v0.11.2 | v0.12 v0.12.1, v0.12.2 | v0.13 | v0.14 v0.14.1, v0.14.2 | v0.15 v0.15.1, v0.15.2, v0.15.3, v0.15.4 | v0.16 v0.16.1, v0.16.2, v0.16.3 | v0.17 | v0.18 v0.18.1
2021 v0.18.2 | v0.19 v0.19.1, v0.19.2 | v0.20 | v0.21 | v0.22 v0.22.1 | v1.0 v1.0.1
2022 v1.0.2 v1.0.3 v1.0.4 v1.0.5 |   v1.1 v1.1.1
2023 v1.1.2 |   v1.2 v1.2.1 v1.2.2