Existing villages will keep any starter buildings they already had. These buildings will be treated like normal buildings, so you can keep them, or remove them if you want to free up space. Think of this as a small bonus for villages created before this update.
We just want to make it really clear that Village Mastery is an experimental skill. It works a little differently from most other skills and is a bit more advanced under the hood, so it may go through heavier-than-usual changes while we get it into the right place.
Because of that, any balancing changes made to the system over the next couple of months, no matter how big, will not come with refunds. It's important that you don’t invest external resources (such as items using the trade depot) into your village unless you’re comfortable with that risk. For example, if Village Resources is diluted in the future (meaning 1 VR is worth less), any Village Resources gained from exchanged items may end up being worth less than it was at the time you exchanged them.
We want to be upfront about this now. It’s very unlikely that Village Mastery will be a perfect fit straight away, and it will take some time, testing, and probably a few “well, that didn’t work” moments before it properly settles.
We’re aware of a few issues around slots, dismantling buildings, and upgrading them. The slot limit was intentionally set quite low to begin with, mostly to play it safe, which is our usual approach with new systems. That said, we’re already looking at ways to rebalance the numbers across the board so the system feels a bit less restrictive. Ideally, you should have more freedom to pick and choose which buildings you want to build, without feeling like you constantly need to shuffle slots around or dismantle things just to make progress.
With all that said, we’re very open to feedback. Since this feature is experimental, we have a bit more room to be creative with it. Feel free to send over your ideas, concerns, or improvement suggestions in the Discord suggestions channel or in the Tavern.
This is a friendly reminder that any form of autoclicking, macroing, scripting, or automation is strictly prohibited.
Since the release of Village Mastery, we have already seen a substantial increase in accounts being flagged for using auto clickers. Please be aware that this will result in a ban.
We are willing to overlook activity from the first few hours after release, but we will soon begin heavily enforcing preventative automation measures. If you are currently using any form of autoclicker, macro, or automation tool, you must stop immediately.
It is very likely that your account has already been flagged if you have used this kind of tooling. If the activity continues after this patch note, your account will be banned.
It is also worth familiarising yourself with our Code of Conduct, if you have not already, to help prevent any issues in the future. You can read it here: https://web.idle-mmo.com/legal/code-of-conduct
We're happy to introduce the Village Mastery skill.
Village Mastery is a skill for building and running your own village. Your village produces Village Resources, which are used to build more village upgrades, repair buildings, trade for gold, and take part in warfare.
This skill is about balance. A strong village needs workers, food, storage, repairs, and sometimes defence. If you only build production buildings, you may run out of storage. If you add too many citizens without enough food, happiness drops. If you raise taxes too high, your village earns more VR for a while, but the citizens work less efficiently.
Village Mastery is a more advanced skill than most. It takes more planning, but a well-built end-level village can be very rewarding because it keeps generating passive VR, which can then be traded for gold, while your character works on other skills.
The basic village loop is:
Villages can be used across all characters. Village Mastery is separate from normal character actions, so it is unaffected by the action limit and can be used while your character is performing another action.
However, to prevent future issues with gold generation across multiple characters, we have implemented a safety net when selling VR for gold. Selling VR in large quantities temporarily affects the exchange rate across your whole account. This means that if you sell 1,000,000 VR on one character for 1,000 gold, as a simple example, a second character may receive only 500 gold for the same amount during that temporary rate adjustment.
Please note that while it is normal for us to introduce balancing changes to new features, especially new skills, Village Mastery may be subject to heavier than usual changes in the future. Due to its experimental nature and more advanced internal economy, we may need to adjust parts of the system more significantly as we monitor how it performs.
We highly recommend reading the Village Mastery wiki here: https://wiki.idle-mmo.com/skills/village-mastery
Village Mastery currently does not have a full tutorial or onboarding flow, so the wiki is the best place to learn how the system works. We have plans to improve the overall tutorial system in the future, so a dedicated Village Mastery tutorial may arrive after that system has been overhauled.
Village Mastery will be accessible within a few hours of this patch note
[Public API Breaking Change]
We've changed how /v1/guild/{id}/activity, /v1/guild/{id}/energizing-pool/information, and /v1/guild/{id}/hall are scoped. These endpoints now require both their guild endpoint scope and the v1.character.characters scope, because guild permissions are checked across every character owned by the API key user rather than only the currently selected character.
This also means /v1/guild/{id}/hall can no longer be used to fetch public guild halls with only the guild hall scope, since the same account-wide character visibility rules are needed.
We've updated a lot of pages due to them containing outdated information. Here is a quick breakdown on those changes:
-100% means twice as long.Guild Conquest Rewards To reduce the pressure surrounding Guild Conquests, and to give players a way to earn combat rewards without directly affecting the outcome of a season, we're introducing a short two-week grace period at the start of every season.
During this period, the previous season's winners will receive a combat experience boost, and Guild Assaults will be disabled. This should give everyone a chance to enjoy the rewards without immediately feeling the need to defend or attack.
This change will take effect starting from Season 11.
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