![]() That’s only the surface on what has changed. We’ve done this by adding 30+ new consumables that can be traded, and reworked how basic materials can be obtained. Reworked the Trader to become more of a Utility feature that assists in the entire game.No more jumping back and forth between menus. Combined the Town & Build menus into a single page. ![]() New “Casual Tasks” system which provides a way to speed up Township progress by completing tasks throughout the general game.This means no more Town resets, mass Citizen death due to lack of food, or the potential to brick your town. Transitioning to a completely passive system that automatically progresses.Here is a small amount of information on what is changing: The rework makes the Skill more suitable for Melvor Idle, and removes a lot of the headache that exists with the current system. We looked at what purpose it serves as a whole, and what we can do to breathe new life into the Skill. We took a step back and looked at the core functionality of the Skill, and thought hard about how it fits into the game. This update has turned into a rework of the Skill. Originally, we were going to provide a 2nd update to the mechanics in hopes to flesh it out and bring it in line with what makes Melvor Idle great. It’s no secret that the current implementation of Township does not suit the core premise of Melvor Idle. This will just be a short summary of what we’re working on. I thought now would be a good time to update the community and keep you in the loop of what’s going on behind the scenes. ![]() ![]() It’s been a minute since I’ve provided an update as to what we’re working on. 7) No spam or self-promotion (server invites, advertisements, etc) without permission from a Moderator. ![]()
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