Disney Universe - The Cruzier
Better multi-processor core support.
リアルタイムバトル将棋オンライン - support
The tournament login bonus and rating game schedule of the Steam version of "Real Time Battle Shogi Online", which started regular operation on November 2, 2021, will be changed. I will inform you.

* This period and contents are subject to change without notice. Please note.

◆ Change tournament login bonus
The number of Battle Life (BL) distributed on the day of the official point tournament will be changed as follows.

Number of tournament participants
Number of BLs to distribute
Up to 15 people
40 pieces
16-31 people
50 pieces
32 people or more
60 pieces
* The number of BLs to be distributed will be determined by the number of applicants for participation in the tournament as of the day before the tournament.

◇ For those who participate in the tournament
Considering the possibility of communication troubles, the tournament login bonus provides more battle life than the actual number of tournament games.

If you run out of battle life during a match, you will lose without playing.
Use the above number of distributions as a guide for the required battle life, and check the number of battle lives before participating in the tournament.

* For example, in the case of 3 sets per game, a maximum of 5 battle lives including lag check are required.
If you do not meet the requirements before the start of the match, please consider purchasing a battle ticket.

◇ Official point tournament
Players with the highest points earned in the official point tournament can participate in the tournament that certifies the "Japan eSports Pro License" of "Real-time Battle Shogi", which is the license certification title of the Japan Esports Union (JeSU).

Click here for the tournament rules as of November 2021 (Official Point Tournament Season 2).
https://rtbs.jp/information/rules/pt-ranking_tournament
* The Real Time Battle Shogi general information site "Real Time Battle Shogi general headquarters" will be displayed.

◆ Change the date and time of the rating game
The date and time when the rating game can be played will be changed as follows.

------------------------------------------------------------
Every Saturday and Sunday from 20:00 to 22:00 (JST)
------------------------------------------------------------

◆ Related sites
◇ Silver Star Japan HP:
https://www.silverstar.co.jp/
◇ Steam:
https://store.steampowered.com/
◇ Silver Star Japan Official Facebook:
https://www.facebook.com/silverstar.jp
◇ Real Time Battle Shogi Official Twitter:
https://twitter.com/RTBshogi
◇ Real Time Battle Shogi General Information Site "Real Time Battle Shogi General Headquarters":
https://rtbs.jp/

◆ Inquiries regarding this matter
SilverStarJapan Co., Ltd.
E-MAIL:support@rtbs.jp



Nov 10, 2021
鋼鉄戦記C21 - C21_official
Update 2021/11/11
Chrono Ark - Hyung_12
Hello, Fellow Arkers!
I am Hyung Ju Lee, the leading developer of Chrono Ark.

Let me briefly introduce the upcoming v1.7 update that covers the Twisted Land.
(The actual content might differ from the peek.)

1. Object Improvement
This is the main improvement of the Twisted Land update and includes the most changes.
First of all, the player could not choose the objects that appeared on the field. The number of them was also not that many.


After the Twisted Land update, the player can choose one out of two for all event objects except the shops and chest rooms.
This adjustment has been made to give the player more choices to create more unique gameplays as they insist.
We plan to add more objects to the previous pool of less than 10 to create additional variables during the gameplay. There will be new mechanics added for this.
Also, you can combine items at the campfire instead of the blacksmith to lower the dependency on the blacksmith.


Object Summary
There will be about 40 event objects. Let's go over some of them briefly.

The Fallen Library

- You can enchant equipment up to 2 times.
There are no other functions like changing a skill book into a scroll.
This is an example where the purpose of previous objects has become more straightforward and more transparent.

The Maid’s Quarter

- You can battle with maids and receive a skill book - Healing 101.
It is a battle object that can only be encountered at Stage 1.
battle objects have more serious difficulty compared to a normal encounter. Sometimes, an Elite Monster for the Object can appear.
Also, you cannot gain a Soulstone from the special battle.

(New Monster added to the previous Stages)

Sanctum of Sword of the Forest

- A sanctum with graves of Sir Dorchis from the older generations.
- You can pull out equipment, Sword of the Forest.
- The only boss of this Stage will always be 'Sir Dorchi.'
It is a special object that only appears after Stage 1-2, where you complete the Sir Dorchi quest.
There are objects where you can receive a fixed reward with a higher risk under specific conditions.
Of course, Sir Dorchi will no longer appear as a regular boss as this new event object is added. It will be more challenging to beat Sir Dorchi.

Casino
- You can play a minigame by pressing a key at the right timing to receive an item.

The Trials

Five objects are counted as The Trials in the Twisted Land. They appear randomly as other objects do.
The Trials are the objects to challenge your party. There is no risk of trying the Trials since the player will return to the pre-battle moment after the battle. However, the Trials are tricky objects to pass that require every strategy you can use.

Trial of Wisdom

- Challenge your deck and receive the reward if passed.
The player will be able to choose one of the conditions below.
(Except Lucy's skills)
- Pass if the sum of the costs of 6 skills drawn
- Pass if you draw 2+ skills that apply Pain Debuff out of 6 skills drawn
There are various conditions like the above.

Trial of Power
- The player enters a battle with an enemy that doesn't have HP nor take any action.
- Pass if the total damage dealt for three turns is above a certain amount.
The maximum total damage dealt will be recorded after every Trial of Power.

Trial of Time

- Trial of Time activates when the player enters a battle with a boss of the Stage.
- Pass if the player defeats the boss in a certain amount of time.
- The timer doesn't tick during the attack effect or the enemy turn.
As we have mentioned before, The Trials are one of the event objects. All objects will have two choices for the player to choose from. You can decide to pick Trial of Time if you want a more challenging boss battle. Otherwise, you can go with another Trial if you're going to play the game while thinking carefully. We have decided to give the player choices to build unique and fun objects depending on their playstyle. This allows the game to have a variety of designs and fun on the objects.

Trial of Courage
- Pass if the player survives for three turns from powerful attack moves.

Trial of Chaos
- Pass if you meet a special condition during the next battle.


Due to the object improvements, there will be minor changes on obtaining items(potions, equipment, relics, Golden Skill Book, etc.) due to the object improvements. There will be new unique items added like Golden Apple.

3. The Sanctuary
Stage 4, The Sanctuary, will go through adjustments due to the object improvements.
The Sanctuary will be the Stage where the player can use the accumulated keys and Gold and collect even more items.



4. Active Items
There will be various elements added that the player can utilize to build the team by adding multiple objects.
Active items are one of them.

Active items are items that the player can use during combat. They can be used for a certain number and are rechargeable.
Active items can be activated when you equip them at the right side of the Inventory slot.
Lucy's Necklace and Charon's Soul Thurible will be regarded as special items to be used from the Inventory as before.
Active items' effects can vary from Draw 1 skill or Restore 1 Mana to dealing damage to an enemy depending on current active buffs. We will add some mechanics to the game where the player can play around with certain active items.

5. Lucy’s Curse Skill

Some new objects can expose the player to various risks.
One of them is Lucy's Curse Skill.
Heavy Bag - Cost 5 Mana. It cannot be Played.
Lousy Reflex - Exclude, Cannot be Played, Place this skill at the top of the deck at the start of each battle.
We will add various other Curse Skills.

6. Skill Upgrade & Downgrade

The player can give a special effect to skills for the run by upgrading them.
- Cost one more Mana but cast twice.
- (Can be upgraded if Pressel is in the party) 50% bonus effect if drawn by Prophecy.
- (Can be upgraded if Charon is in the party) Give one stack of Encroachment to a target.
We will add various skill upgrade effects other than the above.
However, skills can be Cursed and get downgraded.
- Increase Count by 1.
- Remove Swiftness.
- Cost one more Mana.
- Give Exclude.
Skills that are upgraded or downgraded cannot be discarded in a usual way. They also cannot become a Fixed Ability.


7. Potion Improvements

Potion Identification and Potions that increase a particular ability are removed.
Potions have a more substantial effect overall. They are now more suitable in an emergency. A variety of potions are added.
The player can now only use at most three potions in a battle.
This limit is due to the more substantial effects of potions. Now the player can use other new consumables or active items, so we had to balance out the overall game difficulty on the deck, party, and active items.
New potion mechanics are designed to maintain the game balance and be more flexible than capping the number of potions in the Inventory.


There will be new elements such as event objects and special items like Golden Apple that buff a specific ability for the run since the buff potions are removed.

There are many minor changes for this update, but please understand us for not going through all of them!


6.UI Improvements




There will be various improvements to the user interface.



This v1.7 update includes the most significant adjustments so far. Please understand that it takes longer than usual!



Development Roadmap after v1.7 Update

We plan to create the hidden Stage for the True Ending and plots first after the v1.7 Update.

(The concept art of the hidden Stage: The Crimson Wilderness)




(The battle stage of the Forgotten King that We will add in the v1.8 Update)

We will complete the roguelike portion of the game, including the True Ending and the endgame contents after the v1.7 Update. We will move on to additional elements afterward.


The brief development roadmap is as follows:
6 Different Storyline Cutscenes
A New Hidden Stage - The Crimson Wilderness
The Final Stage - ???
The Final Boss - ???
(The above will be developed as our priorities)

The Chrono Ark development team, including myself, truly loves this game. We keep trying to build a more fun game and polish more elements of it.
Thank you all for waiting for the game to be completed.



Additional Elements after the Final Contents
The additional contents after the final contents are as follows:
(We can change this depending on the development process. )

New Attack Idle of a Monster


New Investigation Member - Ilya


New Character Skin (All character's skins will be added as the game's official launch.)


We are preparing many elements other than the above, so please hang in there patiently!
Cyjin: The Cyborg Ninja - siripojj
CYJIN is available RIGHT NOW on Steam! 🎉
🙏 We would like to thank everyone who has supported us so far. Enjoy the full game!

Nov 10, 2021
Beyond dreams - 达达城城主
1.optimizes the quality of English translation
2.Several bugs have been modified
Community Announcements - KTG_DEV_MESSENGER
Thanks for playing “DEAD OR ALIVE Xtreme Venus Vacation!”

The following will be held from 11/10 (Wed) for a limited time only. Click the links above to jump to their corresponding notification.

For more information, please check this week's Update Info.


Thanks for your support, and please continue to enjoy “DEAD OR ALIVE Xtreme Venus Vacation!”
Melvor Idle - Malcs
Preface
Due to Steam's character limit on announcements, I have had to remove details of some changes to fit everything in. If you wish to see detailed changes and the bug fix list, please see here.

Introduction
Welcome to the absolutely massive Public Beta 1.0 update for Melvor Idle!

This update introduces most of the promised Major Features from the roadmap, plus a lot of other goodies to go with it.

The Public Beta is a symbol of an almost complete game. This is an achievement I never thought I would ever reach when I started this journey in September 2019.

To be able to finally declare the game is finished is an unbelievable feeling. But we aren’t there just yet. Full Release is on November 18, and this Public Beta is here to give you the content early, and also spend time focusing on bug fixes from here on until the launch.

Important: This update is the full 1.0. When the game launches on November 18, you will not see any new inclusions other than Localization.

The next 8 days for me are dedicated to fixing as many reported bugs as possible, so I can ensure the full launch on November 18 is as smooth as possible.

Endgame Content Pt. 3
Introduction
The time has finally come to introduce the last piece of the Combat puzzle.

Endgame Content Pt.3 introduces the final boss for Melvor Idle, as well as a lot of new Monsters, Items and balance changes across Combat.

It has been a very long time coming, and the inclusion this brings is one of the largest additions to the game we have ever done. I’ll do my best to break down exactly what we added, and what has changed.

Impending Darkness Event
The Final Boss is hidden deep inside an “Event”. Your task is to slay various Monsters who have succumbed to the final boss’ mysterious mist and eventually defeat him when the chance arises.

Event Mechanics
The event requires Level 99 in all Skills, access to all Slayer areas.

Upon beginning the Event, all Combat content will be locked and will remain locked until the Event is either finished, ended, or you die.

Upon starting the Event, you will be greeted with a popup asking you to select a random modifier combination from a selection of 3. The modifiers you select will apply to every single Monster you face during the event.

After this, your task is to trawl through the hardest Slayer Areas in the game, defeating a random number of Monsters (5-8) within that area until it has been cleared. The final monster you face within the respective areas will be a “Boss” version of one of the Monsters.

Upon clearing all of the Slayer Areas, the Final Boss will appear to try and stop you in your tracks. You must defeat him to continue to the next part of the event.

Event Cycles
The Event occurs for a total of 5 cycles. One cycle is completed after defeating the Final Boss, in which you will then begin the next cycle, repeating the above Mechanics.

The completion of a cycle will provide you with a set reward for your efforts. This reward is always the same, depending on what cycle you just completed.

When beginning a new cycle, you will be asked to select another modifier combination. This Combination you select is then added to all previous Modifiers you selected. This means by cycle 5, you will have 5 different Modifier combinations active at the same time, so choose wisely.

The very last Monster you face at the end of Cycle 5 is the true Final Boss. Good luck, you will need it.

Important Information
There’s some very important information you need to know about the event, so please read this as it will clear a lot of confusion about how the Event works:
  • The Event takes roughly 2 hours to complete, assuming you don’t die and are well prepared.
  • You only need to complete the event once for all possible rewards.
  • All Combat content is locked during the event. You cannot do any Combat outside of what the Event provides.
  • Yes, you are able to train Non-Combat Skills during the event (Just not at the same time of course).
  • Your event progress will be saved, and the only way to reset the event is to either manually end it with the provided button, or by dying. Closing the game or training a Non-Combat Skill will not reset the event.
  • Running in Combat during the event will not reset the event. If something is too hard, you may Run from Combat and attempt it again.
  • This is a safe Event for Hardcore Characters. Dying in here will not result in the loss of your character.

New Combat and Slayer Areas
Endgame Content Pt.3 introduces new Monsters for you to tackle.

Combat Area: Elerine Battlegrounds
  • Contains 3 new hard to very hard monsters
  • Monsters drop new Elerine Weapons and Half of the new Nature's Call Staff

Slayer Area: Toxic Swamps
  • Unlocked at Level 65 Slayer
  • Area has an effect that allows the monsters within to poison you
  • Contains 3 new very hard to elite monsters
  • Monsters drop unique poison themed weapons and materials that can be used to upgrade equipment

Slayer Area: Unhallowed Wasteland
  • Unlocked at Level 95 Slayer
  • Area has an effect that heals Monsters every 2 turns
  • Requires a new Slayer Shop purchase to access, costing 3M Slayer Coins.
  • Contains 4 new very challenging Monsters.
  • Monsters drop materials that can be used to upgrade equipment from the God Dungeons.
  • New equipment has unique Set Bonuses, which provide an extra bonus as long as the mentioned items are equipped at the same time.

New Combat Potions
We have added 3 brand new Combat Potions that you can create in Herblore.
  1. Hinder Potions: Slow down the enemy when you hit them with an attack
  2. Famished Potions: Increase your Auto Eat Efficiency and Gives a chance to preserve food when eating it
  3. Lethal Toxins Potions: Gives your Melee and Ranged attacks a chance to poison the enemy

Buffs to Combat Potions
New:
  • Melee Evasion Potions now provide: +10% chance to ignore Stuns and Freezes on top of their original bonuses
  • Ranged Assistance Potions now provide: +10% chance to ignore poison on top of their original bonuses
  • Magic Assistance Potions now provide: +10% chance to ignore burn and +10% change to ignore Frostburn on top of their original bonuses
Changes:
  • Increased the charges of Melee Accuracy Potions from [10,10,10,20] to [20,20,20,30]
  • Increased the charges of Melee Evasion Potions from [10,10,10,20] to [30,30,30,40]
  • Ranged Assistance Potions are now crafted using Raw Chicken instead of Eyeballs
  • Increased the charges of Ranged Assistance Potions from [5,5,5,10] to [15,15,15,20]
  • Ranged Assistance Potions are now crafted using Raw Beef instead of Eyeballs
  • Increased the charges of Magic Assistance Potions from [5,5,5,10] to [15,15,15,20]

New Rings from Crafting
We have also added 3 new Combat Rings that can be created within Crafting. They all require Level 90 Crafting, and are Crafted using the Sigils obtained via Thieving.

Each Ring provides a Special Attack that replaces your Normal Attacks.

There is a Ring for each of the Combat types: Melee, Ranged and Magic.

New Prayers
Remember that Prayer Skill? Yeah, we decided to beef it up and add 5 new Prayers for you to explore!
  • Safeguard: +1% Damage Reduction. Costs 1 Prayer Point per Enemy attack. (Level 28)
  • Rejuvenation: +20 Flat Hitpoints Regeneration. Costs 5 Prayer Points per Regeneration. (Level 62)
  • Sharp Vision: +25% Ranged Accuracy Rating, +25% Ranged Evasion and +15% Ranged Max Hit. Costs 5 Prayer Points per Player attack. (Level 71)
  • Mystic Mastery: +20% Magic Accuracy Rating, +20% Magic Evasion and +10% Magic Max Hit. Costs 5 Prayer Points per Player attack. (Level 76)
  • Battleheart: +35% Global Evasion, +15% of Max Hit added to Min Hit and enemies have -5% Damage Reduction. Costs 8 Prayer Points per Player attack. (Level 95)

Adjustments to Prayer
  • The Mystic Might prayer now provides: +5% Magic Max Hit on top of its original effect
  • Reduced the rate at which Prayer XP is earned by 2/3rds
  • Increased the Thick Skin effect to +10% Melee Evasion (up from 5%)
  • Increased the Clarity of Thought effect to +10% Melee Accuracy Rating (up from 5%)
  • Changed the Sharp Eye effect to: +10% Ranged Accuracy Rating and +10% Ranged Evasion. Was previously: +5% Ranged Accuracy Rating.
  • Increased the Rock Skin effect to +20% Melee Evasion (up from 10%)
  • Increased the Improved Reflexes effect to +20% Melee Accuracy Rating (up from 10%)
  • Changed the Rapid Heal effect to: +10 Flat Hitpoints Regeneration. Was previously: +100% Hitpoint Regeneration.
  • Changed the Hawk Eye effect to: +15% Ranged Accuracy Rating, +15% Ranged Evasion and +5% Ranged Max Hit. Was previously: +10% Ranged Accuracy Rating.
  • Increased the Steel Skin effect to +25% Melee Evasion (up from 15%)
  • Increased the Incredible Reflexes effect to +25% Melee Accuracy Rating (up from 15%)
  • Reduced the chance to dodge for Protection prayers to 80%. (down from 85%)
  • Changed the Eagle Eye effect to: +20% Ranged Accuracy Rating, +20% Ranged Evasion and +10% Ranged Max Hit. Was previously: +15% Ranged Accuracy Rating.
  • Changed the Redemption effect to: +20% Auto Eat Hitpoints Limit. Was previously: Heal +20% HP when your hitpoints fall below 10%.
  • Increased the Chivalry effect to: +30% Melee Accuracy Rating (up from 15%), +30% Melee Evasion (up from 15%), +15% Melee Max Hit (no change).
  • Changed the Piety effect to: +15% Melee Accuracy Rating and +25% Melee Max Hit. Was previously: +18% Melee Accuracy Rating, +12% Melee Max Hit and +18% Melee Evasion.
  • Changed the Rigour effect to: +15% Ranged Accuracy Rating and +20% Ranged Max Hit. Was previously: +20% Ranged Accuracy Rating, +23% Ranged Max Hit and +25% Ranged Evasion.
  • Changed the Augury effect to: +15% Magic Accuracy Rating and +15% Magic Max Hit. Was previously: +25% Magic Accuracy Rating, +10% Magic Max Hit and +25% Magic Evasion.

Changes to Prayer Level Requirements
The level requirement of Prayers have never really made sense, and the scaling and progression falls off around the Level 70 mark. These changes are made to even out the Prayer progression and make it feel like you are always unlocking something new.
  • The changes for this are listed in the Full Changelog linked at the top of this announcement.

Combat Balance Changes
With the inclusion of a lot of new Content, we took the time to go through Combat and make necessary balance changes.

Adjustments to Monsters
Higher level monsters have been given Damage Reduction depending on their Combat Level. Boss Monsters at the end of Dungeons have been given a minimum of 20% Damage Deduction.
  • Combat Level between 100-200: 5% Damage Reduction
  • Combat Level between 201-300: 10% Damage Reduction
  • Combat Level between 301-400: 15% Damage Reduction
  • Combat Level between 401-500: 20% Damage Reduction
  • Combat Level above 501: 25% Damage Reduction

New Monster Special Attacks & Passives
  • Dark Horned Elite's now have a special attack: Ram (30%) - The enemy rams into you for 100% of the enemy's normal damage. On a hit inflicts a bleed that deals 100% of the damage dealt as damage over 10s.
  • Furious Horned Elite's now have a special attack: Horn Shots (30%) - Fires 3 small horns in rapid succession dealing 60% of the enemy's normal damage each (Avoidable).
  • Pegasus now has a Passive: Fleeting Defence: Evasion Ratings are multiplied by 1.3 times current Hitpoints percent.

New Monster Item Drops
  • The monsters in the Forest of Goo can now drop Goo. It can be used to craft new Potions.
  • The monsters in the Arid Plains can now drop Wildflowers. It can be used to craft new potions.
  • The Turkul Throwers can now drop the new Throwing Power Gloves.
  • The Druid can now drop half of the new Nature's Call Staff.
  • Raging Horned Elites can now drop the new War Axe.
  • Seething Horned Elites can now drop the new Warberd weapon.
  • Ranged Golbins can now drop the new Slingshot.

Misc Monster Changes
  • Increased the maximum number of Ancient Throwing Knives and Ancient Javelins that can drop from Furious Horned Elites from 30 to 45.
  • The Seething Horned Elite now attacks with Magic instead of Melee.
  • Increased the maximum number of gems the Seething Horned Elite can drop: 30 Topaz (up from 10), 20 Sapphire (up from 10) and 15 Rubies (up from 10).

Buffs to Combat Styles
  • Using the Stab Melee Style now provides +6 Attack Levels (Hidden)
  • Using the Defensive Magic Style now provides +6 Defence Levels (Hidden)
  • The Accurate Ranged Style now provides +6 Ranged Levels (Hidden), up from 3.

Adjustments to Existing Equipment
New
  • Green Wizard Robes now provide: +1% Damage Reduction and +2% Magic Damage Bonus on top of their original stats
  • Blue Wizard Robes now provide: +2% Damage Reduction and +3% Magic Damage Bonus on top of their original stats
  • Red Wizard Robes now provide: +3% Damage Reduction and +4% Magic Damage Bonus on top of their original stats
  • Black Wizard Robes now provide: +4% Damage Reduction and +5% Magic Damage Bonus on top of their original stats
  • Ancient Wizard Robes now provide: +6% Magic Max Hit and +6% Magic Accuracy Rating when using Surge spells on top of their original stats
  • Basic Elemental Staves now provide: +5% Magic Damage Bonus
  • Elemental Battlestaves now provide: +10% Magic Damage Bonus
  • The Priest Hat now provides: +10% chance to preserve Prayer Points on top of its existing bonuses
  • The Silver Emerald Ring now provide +8 Ranged Attack Bonus on top of its original stats

Weapon Special Attack Changes
  • Changed the bonus of Big Ol Ron to: For every 2000 base Max Hitpoints the enemy has (Capped at 10000): +8% Melee Strength Bonus from Equipment, +3% of Maximum Hit added to Minimum Hit and +1% Damage Reduction. Bonus is doubled if fighting a boss. Was previously: Gain +50% Melee Strength Bonus when fighting a Boss
  • Changed the special attack of the Ragnar Godsword to: Perform 3 unavoidable attacks that deal 75% of your normal damage on the 1st attack, 125% of your normal damage on the 2nd attack and 175% of your normal damage on the 3rd attack. Was Previously: Perform 3 unavoidable attacks.
  • Changed the special attack of the Aeris Godsword to: Attack 5 times for 50% of your normal damage (avoidable). Gain +20% Max Hit each time you succesfully hit, stacking up to 5 times. Stacks reset on a miss. Was Previously: Attack 5 times for 50% of your normal damage. Attacks can miss.
  • Changed the special attack of the Ancient 2H Sword to: Perform 2 attacks that deal 50% of your normal damage on the 1st attack and 200% of your normal damage on the 2nd attack. Was Previously: Perform an attack that does 200% of your normal damage.
  • Changed the special attack of the Terran Godsword to: Perform an unavoidable attack that does 200% of your max hit multiplied by your current hitpoints percent damage. Was Previously: Perform an unavoidable attack that does 100% of your max hit.
  • Increased the damage of the Twin Exiles special attack from 70% to 75%
  • Increased the damage of Tidal Edge's special attack from 500 to 600
  • Nerfed the slow effect of Ocean Song's special attack to -50% Attack Interval for 2 turns. Was previously: -60% Attack Interval for 3 turns.

Fury of the Elemental Zodiacs
  • The stats of Fury of the Elemental Zodiacs have been increased (See Full Changelog)

Silver Jewelry
  • The Silver Topaz Ring now provides: +12 Stab Attack Bonus. Was previously: +5 Melee Attack Bonuses.
  • The Silver Sapphire Ring now provides: +6 Block Attack Bonus and +12 Melee Defence Bonus. Was previously: +8 Melee Defence Bonus.
  • The Silver Ruby Ring now provides: +6 Slash Attack Bonus and +3 Melee Strength bonus. Was previously: +5 Melee Strength Bonus.
  • The Silver Topaz Necklace is now a Passive item and provides: +12 Hidden Attack Levels. Was previously: +6 Melee Attack Bonuses
  • The Silver Sapphire Necklace is now a Passive item and provides: +10 Magic Attack Bonus, +3% Magic Damage Bonus and +3% Magic Lifesteal. Was previously: +6 Melee Defence Bonus.
  • The Silver Ruby Necklace is now a Passive item and provides: +6 Hidden Strength Levels. Was previously: +5 Melee Strength Bonus.
  • The Silver Emerald Necklace is now a Passive item and provides: +6 Hidden Ranged Levels and +5% increased Ammo Preservation. Was previously: +8 Ranged Strength Bonus.
  • The Silver Diamond Necklace is now a Passive item and provides: +10% of Maximum Hit added to Minimum Hit when using a 2H Melee weapon. Was previously: +2% Damage Reduction.

Gold Jewelry
  • The Gold Ruby Ring now provides: +3 Flat Hitpoints Regeneration. Was previously: +10% Hitpoint Regeneration
  • Reduced the XP bonus provided by the Gold Emerald Ring from 7% to 4%.
  • The Gold Diamond Ring now makes the Protect Item Prayer cost nothing. Previously it automatically stopped combat when your hitpoints were below 10%.
  • The Gold Topaz Necklace is now a Passive item and provides: +10% GP from Monsters and +50 GP from Monsters. Was previously: +6 Ranged Attack Bonus.
  • The Gold Sapphire Necklace is now a Passive item and provides: +30 Ranged Defence Bonus and +1% Damage Reduction when fighting Ranged enemies with Melee. Was previously: +8 Ranged Defence Bonus.
  • The Gold Ruby Necklace is now a Passive item and provides: -2s Hitpoint Regeneration Interval and +20% Hitpoint Regeneration. Was previously: +4 Ranged Attack Bonus and +4 Ranged Strength Bonus.
  • The Gold Emerald Necklace is now a Passive item and provides: +30 Magic Defence Bonus and +1% Damage Reduction when fighting Magic enemies with Ranged. Was previously: +2 Melee Attack Bonuses and +8 Melee Defence Bonus.
  • The Gold Diamond Necklace is now a Passive item and provides: +30 Melee Defence Bonus and +1% Damage Reduction when fighting Melee enemies with Magic. Was previously: +5 Melee Attack Bonuses, +5 Melee Strength Bonus and +5 Melee Defence Bonus.

Miscellaneous Equipment Changes
  • The Obsidian Cape now provides: +1 Melee Defence Bonus for every Defence Level you have and +1 Ranged Defence Bonus for every Ranged level you have. Previously it provided: +9 Melee Defence Bonus and +9 Ranged Defence Bonus.
  • Increased the Magic Damage Bonus of Mystic Elemental Staves from +5% to +20%
  • Increased the rune reduction quantity of all Elemental Staves by 2.
  • Reduced the Slash and Block Attack Bonuses of Battleaxes by 50%
  • Increased the Melee Strength Bonus of Battleaxes by 75%
  • Increased the Melee Attack Bonuses of the Attack Skillcape from 10 to 30
  • Increased the Melee Strength Bonus of the Strength Skillcape from 10 to 15
  • Increased the Defence Bonuses of the Defence Skillcape from 49 to 80

Adjustments to Standard Magic Spells
  • Doubled the Air rune cost of all Air spells
  • Increased the base damage of all Water spells by 5
  • Increased the base damage of all Earth spells by 10
  • Increased the base damage of all Fire spells by 15
Due to changes to Standard Spells some Magic Monsters have had minor changes to their Max Hits (See Full Changelog)

Adjustments to the Combat Triangle
  • Lowered the Melee vs. Magic Damage Reduction penalty from 0.5x to 0.75x in Standard Mode
  • Lowered the Melee vs. Magic Damage Reduction penalty from 0.25 to 0.5x in Hardcore and Adventure Mode

Adjustments to Slayer Area Effects
New
  • Penumbra now has the effect: -10% Accuracy Rating.
  • Strange Cave now has the effect: -15% Global Evasion.
  • High Lands now has the effect: Enemies heal 20% of their current hitpoints every 5 turns.
  • Holy Isles now has the effect: +20% Prayer Point Cost
  • Forest of Goo now has the effect: +10% Attack Interval
  • Desolate Plains now has the effect: -100% Hitpoint Regeneration
Changes
  • The Runic Ruins effect has been increased to -50% Magic Evasion if your Attack Style is not Magic. (up from -40%)
  • The Arid Plains effect has been decreased to -30% Food Efficiency. (down from -40%)
  • The Perilous Peaks effect has been increased to -60% Evasion Ratings. (up from -40%)
  • Changed the phrasing of the Dark Waters effect to be more consistent with other game terminology.

New Skill: Astrology
Introduction
Astrology is the final Skill to be added to Melvor Idle for v1.0.

Now, ignore all the modern day Horoscope nonsense and let me take you back to medieval times where Melvor Idle is set.

Astrology is all about discovery of the Stars, or “constellations” as they are referred to in Melvor Idle. Utilizing your knowledge of these constellations to empower your character with bonuses in almost every Skill in the game.

The idea behind Astrology was to go back to the complete basics of Melvor Idle and implement a Skill that provides nothing but bonuses to you. There are no external GP Costs, Item Costs, Level requirements or anything within this Skill. It is something that can be solely trained alone without the help of another external Skill.

Everything you need to level up and unlock new bonuses comes from Astrology itself.

At heart Astrology is a “gathering” Skill. A Skill that can be trained all the way until Level 99 without requiring anything else. It’s a breath of fresh air from the complexity the game has to offer with the recent Skills added to the game.

Mechanics
There are 11 unique constellations for you to study, each assigned two different Skills that can be boosted.

You are able to study these constellations to earn Skill XP, unlocking their benefits as you continue to progress. Studying any constellation will provide a chance for two new resources to be acquired automatically - Stardust and Golden Stardust.

Within each constellation you will find 6 different Stars that each grants a random modifier. The modifier that is applied to these stars can be rolled by you at a cost of Stardust or Golden Stardust, and are chosen from a predetermined list of modifiers that are visible within the constellations themselves.

The Modifiers you roll are active at all times, and will remain active until you decide to reroll it for a new one.

Standard and Unique Modifiers
The modifiers you are able to roll are separated into two distinct categories - Standard Modifiers and Unique Modifiers.

Standard Modifiers are largely the same within all constellations, depending on whether the Skill they benefit is Combat related or not. Each constellation houses 3 stars that can contain one Standard Modifier each. These are rerolled at the cost of Stardust

Unique Modifiers provide bonuses unique to that constellation only, and are generally great modifiers to have active throughout the game. Each constellation houses 3 stars that can contain one Unique Modifier each. These are enrolled at the cost of Golden Stardust. But be careful, Golden Stardust is quite rare to come by.

Expansion
See full changelog.

4th Equipment Set
With the introduction of Astrology being the final Skill added to the game, it’s time to finally give you one of the most requested additions.

You are now able to purchase a 4th Equipment Set from the Shop. It requires Level 99 Astrology and 100M GP to unlock. This will be fantastic for a Skilling setup.

New Potion
We have added a Secret Stardust Potion to Herblore which will greatly assist in your Astrology training, even well beyond Level 99.

Statistics 2.0
It’s been a long time coming, but I can finally introduce you to the new Statistics 2.0 that has been included in this update.

The aim for this rework wasn’t necessarily to provide you with every single stat imaginable, but it was more to rework the whole system behind the scenes that will allow for very easy implementation of new stats in the future.

With this rework, many stats have either been reset or are sitting at 0. This is due to it not being possible to track statistics that were never tracked in the first place.

Of course, we have added more stats for more Skills alongside this.

We have added statistics for the following:
  • Agility
  • Summoning
  • Astrology
  • Alt. Magic
  • Melee Combat
  • Ranged COmbat
  • Magic Combat
  • Prayer
  • Slayer
  • Shop
All non-Combat skills now have these additional stats:
  • Total actions performed
  • Time spent in Skill
  • Total items created
  • Total resources used
  • Total resources preserved
Some new notable Stat additions:
  • Account Age (Not retroactive)
  • Signet Ring Halves Missed
You will continue to see many new Statistics over coming updates and Expansions.

Updated Completion Log
The Completion Log has finally received its well overdue facelift!

This update brings in new UI enhancements, and some lovely celebration animations so you can party with yourself for achieving a massive Milestone in a singleplayer game.

New Completion Log UI
The Completion Log has moved to its own page, where you can select the Completion Category you wish to view, as well as see a total completion progress bar at the top!

Updated Item Log
  • The Item Log now as some minor UI changes to make it look nicer
  • You can now search for items within the Item Log
  • Hovering/tapping on a hidden item will now tell you the name of the Item that is yet to be discovered.
  • There’s a few new Item Log filtering options - Show All, Show Discovered Items, Show Undiscovered Items.
Updated Monster & Pet Log
  • Minor UI facelift the Monster & Pet Log, increasing the size of the images.
  • Monster Log is now separated into Normal Monsters and Dungeon Bosses at the bottom.
New Milestone Celebration Animations
Upon reaching a Milestone, you will now be greeted with a lovely fireworks display to congratulate you on your achievement.

Milestones that activate the animation
  • Reaching Level 99 in any Skill
  • Achieving 100% Completion
  • Achieving 100% Mastery
  • Achieving 100% Items
  • Achieving 100% Monsters
  • Achieving 100% Pets

Updated Popup UI for Milestones
Some Milestones have received a new UI to better communicate the achievement you reached:
  • Levelling up any Skill now has a nice popup at the top of the screen.
  • Achieving Level 99 Mastery for any item will provide a similar popup at the top of the screen.
  • Fireworks :D

Tutorial Island
This is well overdue, but we finally got there in the end!

Tutorial Island has been added to the game which will guide new players through the basic mechanics and Skills that Melvor Idle has to offer.

Upon beginning a new Character, you will drop into Tutorial Island and be required to complete basic tasks. It’s quite similar to how Old School RuneScape does it, and it should provide the player with enough basic knowledge to get going on their adventure.

If you do not want to do the Tutorial, you can skip it with the required button.

I hope the addition of Tutorial Island will assist players with the initial overwhelming feeling you generally receive when first loading up the game. It takes roughly 10-20 minutes to complete.

Tick-Based Skills
We promised a little while ago that eventually all Skills will transition to a Tick-Based system, just like Combat and Thieving currently are.

The benefits of Tick-Based Skills means you can progress through a Skill at an identical rate online as you can offline. It also means development of skills is a lot easier for us because we do not need to manage two separate code bases for online and offline functionality.

Tick-Based Skills also provide the benefit of Mastery bonuses applying at the exact time you level up, meaning you do not need to log in to the game to activate Mastery bonuses.

This update transitions two Skills to the new Tick-Based System:
  • Firemaking
  • Mining
The transition to Tick-Based also means the Controlled Heat & Perfect Swing Potions now work offline!

Mining also received a minor QoL update in the process:
  • Mining nodes now passively regenerate 1 HP every 10 seconds.
  • Depleting a node will still act the same as before and restore it to full HP after a set time period.
A lot of reported Mining bugs were also rectified in this transition. We will detail those below in the Bug Fix change list.

Offline Time Cap Increase
Now that the game is finally complete, and we have a total of 23 Skills for you to train, I was now able to look at the whole picture and see what changes would benefit the player the most.

The Offline Time Cap of 12 hours is reasonable, up until a certain point. I solely believe that as more content is added to the game, this time cap should gradually increase alongside it.

The Offline Time Cap has been increased to 18 hours for all players.

Now, this does not mean every content update will come with an increase. It simply means that it is an area I consider upon updating the game. Nothing is always set in stone, and I’m always listening to feedback around to game in areas like this.

New Farming Plant Option (QoL)
The addition of Passive Cooking and utilization of multiple farming ingredients made it clear that Farming needed a slight adjustment to help with your crop management.

This update comes equipped with a new “Plant All Selected” Farming option.

You can now assign any seed to a plot in the respective seed category, and the game will plant that seed in that plot when you press this button.

This means you are now able to grow many different crops at the same time with the click of a single button.

The new planting option is unlocked for everyone, there is no shop upgrade required to activate it.

Looting QoL
This is one of the most discussed and suggested changes Melvor Idle has ever seen. I don’t think there is a day that goes by where a suggestion to do something about the Looting mechanic, especially for late game players.

As the development of the game progressed, and the content you faced became harder, it became clear that the absolute requirement to have the Amulet of Looting equipped for your grinds was not a good mechanic to have.

In general, it is okay to use it for part of the game, but not for everything you face after acquiring it.

These changes aim to make Looting a bit better for all players, and also open up an Amulet slot for late game players taking on harder content:
  • Running from Combat will now automatically loot everything in the Loot container. No more accidental lost loot.
  • There is a new Looting Shop Upgrade - Unlocks the ability for all items to Stack within the Loot Container.
  • Increased the Loot Container to 100 slots, up from 16. This should allow for a majority of items to stay inside the loot container with the stacking shop upgrade unlocked.

These 3 changes when combined should provide a much better looting experience for all.

Conclusion
Please read the Full Changelog to see information around Localization, New Melvor Idle Branding, and the most important part - the Bug List.
Eternal Return - GM Chippy
Maintenance has been extended for another hour.

If we finish maintenance earlier than the scheduled time, we will try to reopen the servers immediately.

We apologize for the inconvenience!

Maintenance Period : 6 PM to 12 AM (PT)

Eternal Return will undergo temporary maintenance from 6 PM to 10 PM 11 PM PT to apply the 0.45.0 update.

* The game will be unavailable during the maintenance period.
* Please restart your client after the update.

Thank you for your patience!
Nov 10, 2021
我来自江湖 From Jianghu - Huskkky
新增:
游历准备面板增加保存游历队伍分组的功能
矿场和森林增加安排全部角色前往指定工作区域的按钮
天工堂增加重锻功能,可清除已经精炼的武器的精炼属性
增加游戏帮助内容,可点击主界面右上角的帮助按钮打开

调整:
调整建筑UI的字体大小和部分布局
弟子自动历练时若食物不够,会花费银钱购买

修复:
修复自动历练的弟子住宿时会消耗门派的银钱而不是携带的银钱的问题
修复部分显示bug
...