25 Oct 2026
Update
New
- A store about to fill now shows amber in the top bar — when it will be full within four hours or stands at nine tenths of its cap — before it turns red at full.
- Some worlds are now for registered players: you can see them in the world list, and once your account has been registered for a day you can take a seat in one. Register your account to join them.
- A world that is still gathering players can now show the day it starts: the world list says when, and inside the world the bar counts down to it. It starts on that day with everyone who has taken a seat.
- Registered players now hear on the map when a new world for registered players gathers: a card says when it starts and how many seats are taken, and once you hold a seat it counts down on your other worlds. Close it and it stays closed until the start day changes.
- Selecting a guildmate's army now shows the route it is marching, drawn in the guildmate colour as your own is.
- A world that hasn't started yet now says so when you open it: when it starts, how many players have joined, and that your guild, the chat and your messages are open while you wait — close it to look around the map.
- A new map layer, Simple armies, draws every army as a plain disc in its side's colour on its exact spot, its strength inside and a notch for the way it marches. The Map layers panel's rows are now switches.
Changed
- The map's army and city cards are back to clear rows and compact buttons: where it stands, its troops and any threat at a glance, and the actions as square tiles with their icons.
- Armies on the map are now painted pieces of their race, standing on a base ringed in their side's colour. Their size shows as pips under the base, and their spells and a fresh scouting report as small marks beside the head.
- A pass's gate now stands where its narrow ground opens out, not partway down the gorge, so one city there holds that side and nobody can seal it again further down. Worlds already under way keep their gates until the round ends.
- An army standing on open ground now says where by its map coordinates rather than by the name of a land you only see zoomed out.
- Cities on the map are redrawn for every race: elves and the undead now build real cities, and big cities grow taller instead of busier.
- City names on the map sit in evenly spaced boxes now: each box is sized to its own name, so short and long names get the same padding.
- A city now looks like a town once it can found another city (Keep 15), a stronghold from Keep 25 and a citadel from Keep 33.
- With Simple armies on, an enemy you have not counted shows the least its band could be ("30+", "100+", or "<30") instead of a guessed number.
- A marching enemy's dotted line now always reaches the same distance ahead, so you can tell which way it is going even when it is almost at the middle of a hex.
- Pass names on the map are quieter, and never hidden under a city's name; once a city holds each end of a pass, its name fades.
- On a phone, picking an army, city or spot that the menu would cover now slides the map so it stands in view above the menu, and closing the menu leaves the map where it is.
Fixed
- A siege camp's hours now take tenths, so you can build for 1.3 hours when that is all the room left.
- On a phone, dragging a slider (the recruit amount, say) no longer flips to the next city.
- An army that can't found a city now says why on its card: the newest city's Keep still to raise, with a link to its Build, or the city limit.
- A marching army can be clicked where you see it, and it sees from the hex it's nearest; Stop no longer opens an extra hex of fog, and a spell's range to a marching army counts from the hex it's nearest.
- NPC armies keep to where they were sent instead of turning back and forth between two places: a column they were chasing or a call they could answer no longer pulls them straight back to gates they had just left.
- The map catches up by itself after the game sat behind another window for a while or the computer slept: the area your armies see moves with them again, with no need to reload the page.
- Two armies on the same spot no longer jump around when you pick one: the picked army stands in front, the other faded behind it, and a small count on the front one says how many stand there.
- On a phone, tapping an army or a city no longer leaves its card stuck over the map.