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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Translation
🇮🇩 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.