🇮🇩 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
Weather’s officially landed in IdleMMO.
We've added weather to make the world feel a bit more alive, with things shifting based on both the current weather and the season. Sometimes that works in your favour, sometimes it doesn’t, depending on how rough the conditions are.
For example, clear weather gives you a nice +10% hunting efficiency boost. On the flip side, something like a storm will hit you with -15% efficiency. But since it’s tougher, you’ll get a +35% experience bonus while hunting in those conditions. Efficiency is additive too, so you can offset some of the negatives with things like potions.
Weather isn’t global either. It changes depending on where you are, based on the area’s geography and the current season. So places like Skyreach Peak will be heavy on snow in winter, but ease up a bit in summer. Seasons follow real-world northern hemisphere dates, so winter runs from December through to the end of February, and so on.
It also affects which enemies you run into. Some creatures show up more often in certain weather, while others become harder to find. You can check exactly how each enemy reacts by looking them up in-game.
We have 9 weather types:
This is just the start as well. The weather system is going to tie into more parts of the game over time, and it lays the groundwork for farming, which is on the way.
When hunting, you now have a small chance to find loot dropped by enemies. The rates are a bit on the lower side for now, but we’ll keep an eye on it and adjust things if it feels too stingy.
We’ve reworked power hunting to feel a lot more engaging in short bursts, rather than something you have to grind through for ages. Before, it could feel a bit of a chore, especially since it was available often enough that skipping it felt like you were missing out.
Now it’s spaced out much more, and when you do jump in, it’s quicker, more interactive, and done in a few minutes.
Heres a quick breakdown:
Enemies show up roughly every second, so there’s a steady flow while you’re in it. Power hunting lasts up to 5 minutes, depending on your hunting mastery, so it’s short and focused. The experience from hunting mastery has been increased, now ranging from 4 to 25 instead of 1 to 15. On top of that, you can only do power hunting once every 10 to 12 hours, depending on your membership.
Because enemies appear faster and the experience has been bumped up, the overall rewards are significantly higher. It’s now something you can dip into, grab a solid chunk of experience, and move on without it taking over your play session.
We’ll keep monitoring how this feels and make further adjustments if needed. If it still feels like a grind despite it being shorter or just isn’t engaging, we’ll take a step back and rethink it.
We’ve made a big update to the referral system.
Now, when you refer someone and they get membership for the first time, both of you will receive 2,500 shards each. This includes membership obtained entirely through in-game gold.
We’re putting a bit more focus on guild weapons, as the uptake has been a little lower than expected.
To help with that, we’ve removed the guild mark cost entirely when building weapons. It should make them much more accessible and easier to get into.
We’ll keep an eye on how this plays out and make further adjustments if needed.
We're aware the wiki has fell behind in the last few updates and, as it stands, it remains outdated. We will take some time in the near future to make sure everything is up to date, including adding more detailed information about weather.