Just Another Idle — v0.62: Skill Tree Expansion — Tiers 4 & 5, Rankable Nodes, and Cross-Skill XP
The skill trees always had unused potential. You’d earn 21 Skill Points across a prestige run, but the old trees only had room for 14 — leaving 7 SP just sitting there. v0.62 fixes that with two new tiers, a new class of rankable nodes, and a cross-skill XP system that ties skills together in ways that actually matter.
🌳 Tier 4 & Tier 5 Skill Tree Nodes
Skill trees now have five tiers instead of three.
Tier 4 unlocks at level 75. Four new nodes per skill — one for speed, one for resources, one for XP, one skill-specific. These are available to any player who reaches lv75, even without prestige. They’re designed to soak up the SP surplus that existed before and give late-game players a meaningful place to spend.
Tier 5 unlocks at level 100 and requires the skill to be prestiged. Five nodes per skill — including the brand-new cross_skill_xp type and the new rankable nodes.
The full 21 SP you earn across a run now fills out neatly: 14 for T1–T3, 4 for T4, and the last 3 for selective T5 upgrades. (You can’t max everything in T5 — there’s real tension about which nodes to rank up.)
🔁 Rankable Nodes
Some T5 nodes can be purchased multiple times. Each “rank” multiplies the bonus by the rank number — rank 3 of a +3% cross-skill XP node gives you +9% — and requires the previous rank as a prerequisite.
Each node caps at rank 5. You pick which ones are worth stacking.
🔗 Cross-Skill XP
The new cross_skill_xp node type grants a fraction of XP earned to a partner skill after each action. The pairings reflect natural in-game relationships:
- Woodcutting → Construction
- Mining → Smithing
- Fishing → Cooking
- Combat → Agility
- Smithing → Construction
- Cooking → Agility
- Fletching → Combat
- Crafting → Enchanting
- Agility → Combat
- Enchanting → Crafting
- Construction → Mining
So if you’ve invested in a Woodcutting T5 cross-skill node, every tree you chop passively pushes your Construction level up — a small fraction, but it accumulates. This also applies offline.
💎 Cross-Skill XP as a Gem Attribute
The same mechanic is now available as a gem attribute. Gems for each skill can roll cross_skill_xp at T1–T4 (2% to 10% XP sharing). The gem version uses the same per-skill pairings as the tree — your Fishing gem, for example, always routes toward Cooking.
🎯 Passive Milestones at lv110 & lv120
Reaching level 110 or 120 in a prestiged skill permanently unlocks a cross-skill synergy bonus. These aren’t skill tree nodes — they’re passive rewards for deep investment in a single skill.
A few examples:
- Woodcutting lv110 — +3% Woodcutting resource yield (cross-skill to Construction chain)
- Mining lv110 — +3% Smithing action speed (your mining expertise speeds up your forge work)
- Fishing lv110 — +5% Cooking action speed
- Crafting lv110 — +10% chance to preserve crafting inputs
- Enchanting lv110 — +15% preserve chance for enchanting
- Agility lv110 — +20 max stamina
- Woodcutting lv120 — +5% Woodcutting action speed
- Smithing lv120 — +10% preserve chance for smithing inputs
- Agility lv120 — +2% Agility action speed
These bonuses persist across prestiges and show up in the Bonus Breakdown tooltip under the new “Milestone” source (🎯, rose-red).
🐛 Bug Fixes
Arcane Sanctum travel cost circular dependency: previously the travel cost to reach Arcane Sanctum included cooked_abyssal_fish — a food you can only cook inside Arcane Sanctum. You couldn’t travel there without a food you can only get once you’re already there. Fixed: replaced with cooked tuna (20×).
Fetch-from-bank button: the 📥 button was showing on processing action cards even when the bank had none of the required ingredients. Now it only appears when there’s something to actually fetch.
“Waiting for resources…” is now specific: when an action is paused due to missing inputs, the ActionDisplay now shows exactly which resources are missing by name — e.g. “Need: Oak Log, Iron Ore” — instead of the generic message.
Equipment unequip bank slot fix: unequipping an item when both inventory and bank slots are at capacity could silently discard the item if the bank had previously held a 0-quantity entry for it. Fixed — items that were previously in the bank (even at qty 0) now always find their way back.
Passive milestone bonus tooltip: the milestone speed and resource bonuses were correctly applied to action timing, but were missing from the Bonus Breakdown tooltip entirely. Added.
☕ Wellness Break Reminder
After 3 hours of continuous play, the game now shows a gentle auto-dismissing reminder to take a break. That’s all.
What’s Next
Most of the Prestige Evolution wave is now complete. The one major deferred item is the Transcend Enchantment lv115 action — it needs an item-selection UI that doesn’t exist yet. That’s likely the next focus, alongside the first pass at endgame balance once players start pushing lv120.
Thanks for playing!
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— VHS