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News & updates

What has changed in the game, newest first. The game is at v0.55.0.

v0.32.0 Alliance profiles, applications and mail tools

26 September 2026

  • Alliance profile pages. Click any alliance name to see its crest, motto, description, leader, size and full member list. Open alliances have a Join button right on the page.
  • Alliance mottos. Leaders can set a motto (and edit the description, which could not be changed before) from the Alliance page.
  • Apply to invite-only alliances. Can't join directly? Send an application with a short message. Leaders and officers see it on the Alliance page (and in their Events and menu badge) and can accept or decline; you are told either way. Keep up to 3 applications open, and withdraw any time.
  • Mail management. Tick several messages and mark them read or unread or delete them, use the select-all box, or clear things out with Mark all as read and Delete all read. A message you have opened can also be marked unread again.

v0.31.1 Mobile fixes and Recenter on castle

26 September 2026

  • Phone menu works everywhere. The navigation menu button did nothing on the Suggest a Feature page (and on Achievements, Relics and the sign-in pages). It opens properly now.
  • Recenter takes you home. The map's recenter link now jumps to your castle, and the map opens on your castle by default.
  • Selected tile stays centred on phones. The map no longer drifts a tile to the south-east when you select a plot on a small screen.

v0.31.0 Scouts keep watch

26 September 2026

  • Scouts can now be posted on the map. Train Scouts at the Stables (level 3), open an unclaimed plot and post them there. While they keep watch you can see the buildings and exact troop counts of other rulers' land around them, and any ruler they spot is discovered.
  • Terrain limits what they see. Over plains, desert and coast they see 3 tiles, over grassland 2, and in forests and mountains only 1 - so cover still hides an army.
  • Covert but not safe. Enemies can't see your scouts, but if another ruler claims the tile they are captured. Recall them any time from the tile or the Armies page and they ride home. You can keep up to 5 posts out, and scouts eat food like other troops.

v0.30.0 Archers can fire volleys

26 September 2026

  • Bowmen and Long Bowmen can now shell enemy tiles without moving. Open the Volley panel on an army's card, or on an enemy plot's details when your archers are within reach (Bowmen 1 tile, Long Bowmen up to 2), and fire. The defenders lose a share of their troops, nothing is captured, and your archers take no losses.
  • Limits: each army can fire once every 30 minutes, archers need front-line troops beside them to shoot at full strength, and Crossbowmen cannot shell (they hit hard in full battles instead). A volley counts as an attack: it ends a new-player shield and tells the defender who fired.
  • You'll get a report of what a volley killed, and the defender is told they were shelled.

v0.29.0 Units now counter each other

26 September 2026

  • Choosing your troops matters in battle. Cavalry and Lancers hit foot soldiers and archers harder, and Spearmen are twice as strong against mounted units, both attacking and defending. The effect scales with how much of the enemy force the counter is aimed at.
  • Ranged units get opening fire (a small attack and defense bonus) but need protection. Archers only defend in full while enough foot, spear or mounted troops stand with them, and unprotected archers suffer heavier losses.
  • Battle reports and win chances reflect all of this. Reports list the counter bonuses that applied, and the win-chance estimate before you attack takes the enemy's unit mix into account.
  • Balance tweaks: Champions are a little cheaper, and Bowmen and Long Bowmen a little weaker in attack.

v0.28.0 New training buildings and units

26 September 2026

  • Two new training buildings. The Stables (needs Castle level 4) trains mounted units, and the Archery Range (needs Castle level 3) trains ranged units.
  • Ten kinds of soldier to train.
  • Castle: Militia.
  • Barracks (Castle 2): Swordsman (level 1), Spearman (level 3) and Champion (level 5).
  • Stables: Cavalry (level 1), Scout (level 3) and Lancer (level 5).
  • Archery Range: Bowman (level 1), Crossbowman (level 3) and Long Bowman (level 5).
  • Militia are now trained at the Castle only. The Barracks trains the better foot soldiers.
  • Your existing troops carry over. Old Knight units became Cavalry, and old Archers became Bowmen, wherever they were: in armies, in reserve, on the march or in training.
  • The plot details list what each unit does, and the help page has the full table. Their special abilities (cavalry riding down foot soldiers, spearmen stopping cavalry, archers shooting from a distance, scouts giving you vision) are coming in the next updates.

v0.27.0 Terrain spotting, Max buttons and a clearer selection

26 September 2026

  • Terrain now decides how far away armies can be spotted. An army standing on plains, desert or coast can be seen (as a flag, without its size) from 3 tiles away by anyone with land there, from 2 tiles over grassland, and only from 1 tile in forests and mountains - so cover really hides you. Thanks to Cote for the suggestion!
  • New "Max" buttons. Next to the troop quantity fields on the Armies page there is now a Max button that fills in every unit available, and when training troops Max fills in the most you can afford with your current resources and people. Thanks to kyrakin for the suggestion!
  • The selected tile is easy to see on unclaimed land. The white border around the plot you have selected is now bright on unclaimed plots too, not just on owned ones.

v0.26.0 Map links, longer upgrades and more

26 September 2026

  • Coordinates are clickable everywhere. Any "(x, y)" in your events, mail, messages and battle reports now takes you to the island map with that plot in the middle and selected. Links to a plot from other pages now centre the map on it, too.
  • Countdowns no longer get stuck on "finishing up...". Timers now follow the server's clock instead of your device's, and if a finished timer hasn't updated yet the page keeps checking until it does.
  • Later building upgrades take longer. Early levels are as quick as before, but upgrades now grow steadily: the upgrade to level 5 takes about an hour, and higher levels take hours to days (never more than 3 days).
  • The live events window marks events as seen. Events you've had open in the panel for a couple of seconds are counted as read, so you don't have to open the Events page to clear the notification.
  • The Armies page shows what's at the destination. Send and march dropdowns now list the buildings and armies (or reserve troops) on your own plots, allied and spied-on plots, and "army spotted" or any monster camp on other plots.
  • Battles glow on the map. A tile with a battle under way (your marches, attacks on you, and the same for your allies) pulses with a red glow.

v0.25.0 Fairer island starts

25 September 2026

  • New islands are built as a pie of 8 slices, one player per slice. Every start region is near the coast and has forest, mountain, desert, farmland and grassland all within a short walk, so you can build everything you need from the very start and reach the sea quickly.
  • Each island holds 8 players. New players fill an island up before a fresh one is created. In the middle, where the slices meet, lies a neutral highland of mountain and forest that anyone can contest.
  • Every island is still different: the coastline, the land and where the forests, mountains and deserts sit are randomised, only the fairness is guaranteed.
  • Players already on an island stay exactly where they are; only new players start on the new-style islands.

v0.24.0 Jousting tournaments

25 September 2026

  • Knights can now compete in a jousting tournament every other day. Knights of veteran rank 3 or higher can be entered on the new Jousting page during a 24-hour registration window.
  • A knockout bracket decides it. When registration closes the knights are seeded by strength (the strongest are placed furthest along), and the joust is ridden at midday UTC on the second day, one round every 15 minutes up to the final.
  • Prizes: the winning kingdom receives a relic; second and third place receive gold; the top three kingdoms also receive a few gems. A kingdom is ranked by its best knight.
  • Several knights per kingdom are welcome when the field is big enough to justify it. If two of your own knights meet, the weaker stands aside and the stronger advances. Extra knights beyond what the field allows, weakest first, are sent home when registration closes.
  • Risks and rules: every bout carries a very small chance of a fatal accident. Entered knights cannot be recalled or used for anything else until the tournament is over. If fewer than three kingdoms enter, the tournament is cancelled and everyone is freed.

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