🇮🇩 Hello Indonesia! We’re happy to announce the early access release of the first translated language for IdleMMO: Indonesian.
For new players, the game will automatically display in Indonesian. Existing players can enable it by navigating to Settings → Language.
Please note that this translation is AI-assisted and may contain occasional errors or awkward phrasing. Languages that are AI-assisted are clearly marked within the UI so players are aware that some issues may occur.
Certain areas of the game, such as dialogue and quests, have not yet been translated as we continue ironing out issues before scaling things up further.
We also plan to support more languages in the future, including fully human-curated translations. This is just the start, and the first of many languages to come.
House component expiry has been increased from 60 days to 90 days for members, and from 45 days to 60 days for free players. This should help significantly reduce the burden of having to keep constant repair of your buildings.
Your building will enter the new 60/90 day cycle the moment it has been repaired.
We’ve reviewed the recent combat changes regarding the reduced 3 second cap. We’re confident in the direction of the update. As a result, the change will remain in the game.
This change will take effect at the next cycle.
League generation has been tightened up so league schedules still feel random, but less chaotic. Normal players will now get more consistent access to core league types, especially battle leagues, while restricted leagues for Forsaken, Cursed, and Banished characters are capped more sensibly per cycle. The system will also avoid stacking multiple near-identical leagues for the same audience at the same time, reducing cases where one league is basically duplicated inside another.
/v1/guild/{id}/energizing-pool/information)./v1/guild/{id}/hall).v1/world/locations/list). All dates displayed are in UTC.hashed_id to the guild members list.total_experience to the pet endpoint.We’re continuing work to get the game ready for translations. There’s no timeline to share just yet. While this is in progress, you may occasionally see minor errors in the UI, for example something like character.level instead of “Level 12”. If you spot anything like that, please report it in the Discord bugs channel so we can get it fixed.
We’ve made a few small tweaks to hunting and battle loot.
As mentioned before, lowering the battle cap meant loot was coming in a bit quicker than intended. We're also continuing to fine-tune the balance between hunting and battling so that hunting feels more rewarding and worthwhile in its own right. We’ve been keeping an eye on things recently, and here’s what we’ve adjusted:
Hunting should now feel a bit faster overall, which helps smooth out the flow between hunting and battling. Since you're getting through enemies more quickly, the loot chance has been tuned down to keep things balanced.
There are a lot of moving parts here, as increasing hunting speed also indirectly impacts overall loot, and weather now plays into that as well. We'll keep an eye on how it all settles and make further adjust accordingly if needed.
Certain devices were experiencing graphical rendering issues, particularly those using an Adreno GPU, which could cause screen tearing and graphical artifacts. This won't resolve every rendering issue, but a large portion of them were linked to the settings above.
If you have changed your brightness, or UI scaling in the past, you will need to go back to your settings and make the change again.
Bug Fixes