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News & updates

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

v0.17.2 Skirmishes less often, and a sailing fix for dungeons

24 September 2026

  • Skirmish camps now respect a cooldown per player - once one appears near you, another won't show up for a while (24 hours by default), instead of the occasional back-to-back camps some players were seeing.
  • Fixed: a dungeon on a coastal plot could be reached by ship, but sailing there was treating it like ordinary land instead of a proper assault - fixed so it now behaves the same whether your army marches or sails in.

v0.17.1 Spotting camps and dungeons from a distance

24 September 2026

  • Skirmish camps and dungeons now show a marker right on the island map - no need to click into a plot, let alone land on it, to notice one is there.
  • Dungeons within sight of your own land now show up on your Dashboard, the same range that reveals a nearby player's territory - you'll know one is worth expanding toward before you've ever fought it.

v0.17.0 Dungeons

23 September 2026

  • Dungeons: a handful of tougher lairs - Troll Warrens, Orc Strongholds, Sunken Crypts and more - now sit fixed on each island. Unlike a Skirmish, a dungeon has a shared pool of HP too big for one army to burst through alone: send a force to assault it and you chip away at its HP (taking some losses either way), but the fight never claims the land and your troops always march home afterward, win or lose.
  • Team up to finish the job: anyone who lands a hit gets a share of the loot once a dungeon's HP finally hits zero, split by how much damage each of you dealt, and clearing dungeons builds toward a new Dungeons achievement track. Cleared dungeons return after a while, so there's always something worth expanding toward. Raids - even bigger, alliance-scale fights - remain planned on top of the same system.

v0.16.0 Skirmishes

23 September 2026

  • Skirmishes: small camps - Goblin Camps, Bandit Villages, Wolf Dens and more - now spring up on unclaimed land near your territory. Conquer the plot to fight the camp and earn extra gold (and sometimes Gems) on top of the usual conquest reward, and clearing camps builds toward a new Skirmishes achievement track. Camps near you show up as a notice on your Dashboard and on the Island Map.
  • Leave a camp too long and it turns on you: past its warning time, an ignored camp raids your lands on its own for a small hit to resources and troops. This is the first of several planned encounter types - tougher, group-scale Dungeons and Raids are coming later, built on the same system.

v0.15.0 Relics

23 September 2026

  • Relics: rare physical treasures, seeded very sparingly (1-2 per island) when new land is discovered. Kingdom relics sit in a Castle or Cathedral and boost your whole realm's production, defense or storage; troop relics are equipped to a knight leading an army, like armor or a weapon, boosting that knight's attack, march speed, raid defense or how many troops they can lead. Manage yours from the new Relics page.
  • Relics change hands through conquest: capture an enemy's Castle or Cathedral plot and you capture whatever relic sits inside it. If a knight carrying a relic falls in battle against another player, the relic is yours. If a knight falls conquering unclaimed land, the relic they carried is left lying on that plot for whoever conquers it next.
  • Nearly all relics are lost when the round resets - only the rare, named relics the team occasionally awards as prizes last between rounds.

v0.14.1 Clearer building costs, and a crest editor fix

23 September 2026

  • Building costs: picking a new building to construct now shows its cost the same way training troops does - live cost chips beside the Build button, with anything you can't afford marked in red.
  • Fixed: on phones, the crest editor's part list could scroll on top of the preview and Save button instead of staying behind them.

v0.14.0 Achievements, and nameplates for your name

22 September 2026

  • Achievements: over 30 tiered milestones across attacking, expanding, building, diplomacy, trade, sailing, dragon raids, marriage, Kings Table finishes, referrals, suggestions and morale. A track only shows up on your new Achievements page once you've made some progress toward it; earned tiers are permanent, pay Gems, and unlock a nameplate - a background shown behind your name everywhere it appears in the game. Choose which nameplate to wear and up to 3 achievements to showcase on your profile from Edit profile.
  • Marriage now has its own achievement track: Newlywed, Committed (15 days with the same spouse), Serious Commitment (30 days - a full round) and Soulmate (still married to the same spouse after a round reset).
  • Unshakeable (keep your morale high for 2 hours straight) is now an achievement instead of a merit, and the bar is 95% morale or higher instead of a perfect 100%.
  • Merits are now staff-granted only - Founder, Game Master and contest prizes. Everything you used to earn automatically by playing is an Achievement instead; your profile's Trophies & Merits card now shows your achievements underneath.

v0.13.2 Splitting an army no longer copies its veteran rank

22 September 2026

  • Veterancy fix: splitting an army now always sends the new detachment out as fresh troops. Only the original formation keeps its earned veteran rank and perks - splitting one army can no longer produce two veteran ones.

v0.13.1 Suggest a feature

22 September 2026

  • Suggest a feature: a new page (and quick link) lets you send the team an idea for the game. You'll get a quick thank-you after sending it; the team reads every suggestion, and the ones they like get flagged for development. There's no further follow-up on individual suggestions, so no need to check back on one.

v0.13.0 Veteran armies and knights

22 September 2026

  • Veteran armies: an army earns a rank every time it wins a battle it starts (taking free land or a player's tile), and at each rank you choose a small permanent bonus for it: attack, march speed, or resilience (fewer of its own losses). Combining two armies keeps the better-earned veterancy; splitting one off copies it in full.
  • Veteran knights: a knight ranks up the same way from battles they lead to victory, choosing between attack, march speed, raid defense, or a bigger lead cap.
  • Both are small, stackable perks that build toward a real edge for a battle-hardened army or leader - and both start fresh each round, along with score and Rank.
  • New Unshakeable merit for keeping morale at 100% for two hours straight.

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