Patch Notes

Version 0.76.0-PB - Village Changes

Village Base Buildings

  • New villages now start with fixed buildings. These buildings that cannot change. These fixed buildings do not count towards your building limit, do not decay, and do not require workers.
  • Every village has a small amount of built-in VR storage.
  • Every village now produces a small amount of passive VR by default.
  • Every village starts with 2 unassigned citizens.
  • Every village starts with a base food storage, enough to keep at least 2 citizens well-fed.
  • Starter Storehouse can now be built, upgraded, and removed like other buildings.
  • All buildings other than the fixed buildings can now be removed.
  • Players can no longer get stuck because they removed their only storage building.

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.

Village Tax Changes

  • Tax has had a small rework, as it was previously only useful in extremely niche cases. This change is aimed at making tax a more viable option in a wider range of situations.
  • Taxes now come only from well-fed citizens.
  • Tax income now scales with Village Mastery level, making it more useful later on.
  • Low and medium tax rates are less punishing to happiness.
  • Higher tax still lowers happiness, so it remains a trade-off.
  • The tax display is simpler and now focuses on the main number: VR per hour from tax.

Village Changes

  • Condition of the builds now affect the output of the buildings. This kicks in when a building is below 80% condition.
  • Added village mastery leaderboards.
  • Reduced supreme gathering hut output slightly to 4,000 per minute.
  • Improved design of various areas of the village mastery pages, particularly in the warfare pages.
  • Fixed a bug that displayed "Well-fed Citizens" incorrectly.
  • Added a warning when removing citizens from storehouses as it can remove VR.
  • Reduced Seasoned Hands: 125 VR/click to 100 VR/click
  • Reduced Master Forager: 200 VR/click to 125 VR/click
  • Reduced Village Expertise: 300 VR/click to 150 VR/click
  • The maximum amount of "Click Village Expertise" tools has been set to 1.
  • Reduced EXP obtained from clicking by 50%
  • Remove the hard capped 1,000 VR per click using tools as it is no longer possible to reach.

More

  • Changed max amount of stacked toast pop-ups to 1 on mobile
  • Removed the title from hunting + battling toast pop-ups to reduce its size.
  • Fixed a bug that prevented guilds from repairing their buildings.

Version 0.75.2-PB - Village Balancing 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.


Version 0.74.1-PB - No cheaters!

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


Version 0.74.0-PB - Village Mastery + More

Village Mastery

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:

  1. Press "Gather" to obtain VR manually.
  2. Build dwellings to get more citizens.
  3. Build food buildings so those citizens stay happy.
  4. Build gathering houses and assign citizens to them.
  5. Collect passive VR as your gathering houses work in the background.
  6. Use that VR to build more buildings, repair your village, trade for gold, or prepare for Warfare.

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

More

  • Added a confirmation screen when attempting to start a new action while another action is already running, helping prevent accidental cancellations.
  • Teleportation cost has been reduced to account for the new village mastery skill.
  • Improved skill refresh with a new confirmation and breakdown screen. You can now choose whether or not to auto-purchase required items when refreshing.
  • Improved toast notifications, which are the small pop-ups shown at the bottom of your screen. They can now also be dismissed or swiped away.
  • Added a new setting that lets you customise where toast notifications appear on your screen. This should help if they are appearing over buttons or other important UI elements.
  • Added two new settings that allow you to enable/disable toast pop-ups appearing on your screen.
  • Starting from Season 12, Conquest Banners will no longer be required for guilds. All guilds will be able to participate in assaults.
  • Power Hunting is now disabled when the screen is too small.
  • Added Portuguese language support.

Bugs

  • Fixed the construction "Add" button disappearing when switching between components.
  • Fixed a bug that only allowed you to queue up to 6 or 8 hours of the same enemy in a single battle.
  • Fixed a bug that caused pet battle sleep, hunt, and battle actions to be processed sporadically.
  • Fixed a bug that could occur when refreshing the Meditation action while writing a scroll.
  • Fixed a bug that caused the game to crash for a very small number of users when returning after an action was complete.
  • Fixed missing translations in various areas of the game.
  • [Public API] Fixed the guild hall endpoint showing stockpile quantities based on your currently selected character. Stockpile requirement quantities are now shown when at least one character on your account can view that guild stockpile.

Version 0.73.2-PB - Public API Changes

[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.


Version 0.73.1-PB - Wiki Updates

We've updated a lot of pages due to them containing outdated information. Here is a quick breakdown on those changes:

  • Added a new weather page with the full list of weather effects.
  • Updated hunting info to match the current hunt speed, loot, and power hunting behavior.
  • Added notes for how hunting loot works.
  • Updated pet hunting with current timing, stamina use, and loot wording.
  • Updated battle page to match the current values.
  • Updated world boss page to include current queue timing.
  • Updated conquest rewards to include the new combat bonus reward during the 2 week cooldown period.
  • Updated league rewards and scaling examples.
  • Fixed broken banners across the wiki.
  • Clarified how negative efficiency works, including that -100% means twice as long.

Version 0.73.0 - Guild Conquest Changes, French and German Translation, + More

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.

More

  • Increased the maximum number of enemies you can queue in a battle to 6.
  • Updated the AI model used for Tavern spam detection, which should improve overall accuracy.
  • Market filters now persist when refreshing the page, so you won't need to reapply them each time.
  • [Public API] Added a new endpoint for tracking guild activity.

Translation

  • Added support for French and German. As with our other translations, these are AI-generated, so you may come across the occasional mistake, particularly where context is important. We're also planning to open-source the translation files soon, which will allow the community to help spot and correct any issues they find.

Version 0.72.2-PB - Filipino Translation

  • Added support for 🇵🇭 Filipino language. Again, please note that this translation is AI-assisted and may contain occasional errors or awkward phrasing.
  • We also plan to soon open source both the translation files and the new wiki on Github to support external contributors.