5 Nov 2026
Update
New
- Other players' protected armies and cities now carry a shield on the map. Their quick menu shows how long protection lasts, your own included, and Attack stays greyed until then, saying when it opens.
Changed
- A Freeze now holds a marching army on the nearer hex, so it no longer jumps a whole hex ahead. Casting Freeze again on a held army only extends the hold and no longer moves it a hex forward.
- An army marching into its own or a guildmate's walled city with closed gates can now only be attacked from the same road: the city stands between it and enemies on any other road. If the gates are open, the city has no walls or a Breach stands on it, those enemies can still reach it.
- A guildmate's city now shows its defence the way your own does: the garrison and each army inside in one table with the total, and a button to copy it for Discord.
- A city you don't own no longer has a separate "Show on the map" button; the locate icon beside its coordinates does it.
- Spells and the scouting eye on a city now show as the same small column of icons an army carries, beside the town's roof, instead of large round plates over its walls.
- Spell icons are simpler and bolder everywhere, and on the map each spell and the scouting eye now sit on a small dark disc, so they stay readable over forests and towns.
Fixed
- A frozen army can no longer merge into another army to shake off a Freeze. A free army can still join a frozen one and is held with it, and a frozen army can still fight.
- An army at a city while either player is under beginner's protection no longer counts as a siege. Both sides now see "under protection", siege hours start only when both players' protection has ended, and no siege camp can be built before then.
- The siege camp now says why it can't cut a siege any shorter: either the siege is already at its shortest, or the camp has bought all it may.
- The Keep's description now says it adds to the city's defence, as the Guide already did.