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Defiant FoE Bot Changelog

Recent releases, newest first.

v3.0

2026-10-31

Added

  • Defiant 3.0 keeps all of itself up to date. Since 2.0 most of Defiant updated itself; now the game hook does too, the part that has to start before the game does. This should be the last time you need to download Defiant. Turn on "Allow user scripts" for Defiant once (the download page shows how, step by step) and every fix and new feature arrives with a reload of the game tab. Without the switch Defiant keeps working, but some fixes will still need a download.
  • Great Building Sniper: a "Min profit (%)" setting next to the minimum FP profit. It compares the profit with the FP you put in, so at 11% the bot leaves 1.9 swap threads alone instead of spoiling them for their players. 0 turns it off.
  • Great Building Sniper: every target now shows its profit as a percentage, and the list is cleaner, with one Cost / Profit / % heading and a small marker on risky spots.
  • Great Building Sniper: the Auto Target radar shows a scan and each snipe as it happens, with what goes in, what comes back and the profit of the run.
  • Settings > Display has a Screen overlays switch to turn off the animated pictures some runs draw in the middle of the screen. The runs work the same.
  • Daily Challenge (the window was called Quest Auto): "Motivate or polish" tasks now run Social Aid, friends first, then guild members, then neighbours, and stop as soon as the task is full. "Donate goods to the Guild Treasury" tasks are done too, never with goods your research still needs.
  • Find Friends: a Max button fills your friend list to the limit with the best players for sniping, counting the invitations still waiting for an answer.

Changed

  • Find Friends is about half as wide, with one line per player. Rank, age, guild and the best open Great Buildings show when you point at a player.
  • Friends Tavern: sits are a few seconds apart, with a different gap each time, the way a player does it. The Tavern window fills in one quick step.
  • After Defiant collects your tavern, the game's own Tavern window clears its table just as it does when you collect yourself.
  • Research All keeps slow ages moving: when your FP cannot finish any technology, it puts what it has into the one under way. It never adds the last FP to a technology you cannot pay for.
  • Campaign Map: after the bot's fights the game's own map refreshes by itself, so conquered provinces turn green without closing and reopening it.
  • Quest Loop finds recurring quests in every age and every game language, not only in English.

Fixed

  • Buildings Defiant collected could keep their "ready" icons in the game for a short while after the game reconnected, and clicking one collected nothing.
  • The Tavern window could fail to load a tavern whose table had never been upgraded.
  • Opening several forge point packages at once could credit only one of them. Packages are now opened one at a time, and never when the FP bar is already full.
  • Additional safety and stability improvements.

v2.0.26

2026-10-06

Changed

  • City Designer uses fewer roads around the Town Hall. One road touching the Town Hall is enough for the whole network, so roads running along its sides that no building needs are no longer planned, and buildings fed only by such a road are moved to touch another one instead.

Fixed

  • Additional safety and stability improvements.

v2.0.25

2026-10-06

Added

  • City Designer saves road tiles by moving buildings beside an existing road instead of running a short dead-end road out to them. On a typical city this frees several road tiles per plan.

Changed

  • Attack Pattern Delta keeps a list of open guilds ready ahead of time, biggest first, so changing guild no longer searches every time. A guild that turns you away, such as one you left in the last 7 days, is skipped and the next one tried, instead of stopping the run.
  • City Designer: smart Town Hall placement now works on cities of any size. On very large cities it tries as many Town Hall positions as fit in under a minute.
  • City Designer: a new plan never needs more roads than you own when your current layout already fits the roads you have.
  • The City Designer window opens big enough to show your whole city map, and the saved-draft and building lists are no longer shown, to keep it simple.

Fixed

  • The City Designer window no longer reopens every time you move a building after you have closed it. It opens again the next time you enter edit mode.
  • Edit mode could open with the storage menu showing no tabs, leaving items in Holding with nowhere to place them from. The tabs are now put back automatically.
  • Additional safety and stability improvements.

v2.0.24

2026-10-06

Added

  • Guild Expedition now moves on to the next level by itself. When a level is finished, Auto Battle and Auto Negotiate open the next one and keep going, and the game's own Expedition map switches to the new level with it. If the next level still has to be unlocked by your guild, the run stops and tells you.

Changed

  • Attack Pattern Delta changes guild much faster. Finding the next guild to join now takes a few seconds instead of up to a minute and a half, so each round of scanning, sniping and changing guild is far shorter.
  • City Designer: smart Town Hall placement is back. With "Auto move" selected, Build Plan tries several Town Hall positions and keeps the layout that works best, often one that needs noticeably fewer roads. Build Plan takes a few seconds longer as a result.
  • The Guild Expedition and Guild Battlegrounds windows are smaller: the next-fight army box is no longer shown. Defiant still picks and checks your army exactly as before.
  • Guild Expedition attempt buying: Max is now whatever you set it to, instead of stopping at 8. Every purchase still has to be affordable, and diamond spending is still blocked unless you have allowed it.

Fixed

  • City Designer: after Apply you are put back into edit mode with the new layout showing. Before, when spare roads were left in storage, you could be dropped back into the city and edit mode would freeze until the page was reloaded.
  • City Designer: choosing "Keep position" for the Town Hall now really keeps it where it is.
  • Update notices now show up reliably when a new version is ready, and the About card always shows the version you are running.
  • Additional safety and stability improvements.

v2.0.13

2026-10-04

Added

  • Upgrade Manager. The new Upgrades button beside Inventory Insight works out where every upgrade kit, selection kit and fragment you hold does the most good, and applies them for one building or all at once. An upgrade that makes a building bigger is left to you, because the game sends that building back to your inventory to be placed again.
  • Store Manager. The new Stores button lists every store you can buy from, including Guild Battlegrounds, Guild Expedition and event stores, and what is worth buying in each: attack and defense first, then other boosts, then Forge Points. Anything that only gives coins or supplies is never suggested. Buy all works down that list; diamond offers are shown at the top with their own buttons and are never part of Buy all. When you can afford only some fragments of something, it buys part now and the rest later.
  • Fortune Wheel. Plays the seasonal knife-throwing wheel with the tickets you already hold, one knife per throw by default. It never buys tickets, can keep some back, can refresh the wheel once its rare prize is gone, and claims finished daily tasks between throws. The wheel is shared with your neighbourhood, and the window shows what your neighbours have taken from it.
  • Window size setting: the panel and its windows scale with your screen. Auto follows your browser's height, so a 4K screen at 100% gets windows about twice the size.
  • A Contact link in the About card opens the contact form with your in-game name and world already filled in, so your message can be matched to your account. You can change or clear them before sending.

Changed

  • The Guild Expedition, Guild Battlegrounds and Ready Buildings windows are compact: a status line and the run buttons at the top, with the settings folded away until you open them.
  • Boost buttons sit on one row, with a refresh button at the end.
  • The Sniper tab shows Forge Points as one total, on the same line as the Arc bonus.

Fixed

  • When the game asks you to reload, Defiant now stops everything it is doing until you do, instead of carrying on with a session the game has already dropped.
  • Great Building levelling no longer tries to put Forge Points into a building that is not connected to a road; it asks you to connect it first.
  • Guild Expedition keeps track of chests and fights you do by hand, so auto-fight carries on from the right place.
  • Incidents and Guild Expedition relics are no longer collected twice, or before the game has finished loading. Either could leave a reward on screen that then refused your own click.
  • Exploration sites: a lost or restarted fight now ends the run instead of starting a site that could not be won.
  • If your own Friends Tavern is still a ruin (before Brewing is researched), the daily routine, the Tavern window and the Boost Overview no longer report errors; the Tavern window says the tavern is still a ruin.
  • Idle Town: the free first workshop is now built on the first stage, so its manager can be hired; the start-of-board guide is closed so you can see what the bot is doing; and a workshop short of income gets an extra level when that brings the plan forward.
  • Additional safety and stability improvements.

v2.0

2026-09-26

Added

  • Defiant now keeps itself up to date. Fixes and new features arrive without downloading anything: within a minute of a release the panel lets you know, and reloading the game tab picks it up. You only download again on the rare occasion the extension itself changes, and the panel says which of the two you need.

Changed

  • 2.0 is installed as a new extension rather than over the old one. Remove Defiant 1.3 (or older) from your extensions page before loading 2.0, so the two do not both run.
  • The Quest Auto window now opens every time you open the Daily Challenge, and only then. It no longer pops up on its own while the game is still loading, and closing it just closes it; the "Open with the Daily Challenge" setting is what turns it off.

Fixed

  • A negotiation quest that fell out of step with the game could fail the same way on every retry and leave the game asking you to abort or resume it on the next load. Defiant now closes a stuck negotiation itself, so the next attempt starts clean.
  • Additional safety and stability improvements.

v1.3

2026-09-21

Added

  • New Quest Auto window that works the quests and Daily Challenge tasks it can finish on its own: paying what a task costs, fighting its encounter, or opening its negotiation. It opens with the Daily Challenge, and every task it is able to do starts ticked, so the ordinary case needs no clicking.
  • Quest Auto understands either/or objectives. Where a quest or a challenge offers alternatives, finishing one finishes the group — so the alternative you did not pick is dropped from the list rather than worked as though it were a second job.
  • Quest Auto spends against a daily ceiling you set, and shows what it has spent today against it.
  • Daily Challenge fights use smart fight, scoring your units against the encounter actually in front of them. This is the one place it starts switched on; turn it off in the window and it stays off.
  • Army replenish: when a fight leaves slots empty, Defiant refills them from your stock with the same unit types, so the army you picked keeps fighting instead of the run stopping. Guild Expedition, Guild Battlegrounds, the campaign map and the arena each have their own switch for it, and with it off a short army stops the run exactly as before.
  • The Investment list now opens by itself when you open Investment in the game, and it is an ordinary window you can drag, resize and leave open beside the game instead of an overlay that has to be dismissed first. One line per Great Building: player, building, spot, invested, reward, profit or loss, blueprints, progress, and whether the spot is safe.
  • Campaign map provinces now show what scouting one costs, which provinces are blocking the one you want, and your current attack and defence boosts — with a check that the defence figures the game reports agree with the army you actually have.

Changed

  • Attack bottles, defence bottles and the tavern boost in Guild Expedition and Guild Battlegrounds are now plain on/off switches rather than per-run budgets. You regain all three for free, so on means use them and the only stop is running out. Diamonds are still never spent.
  • Guild Battlegrounds paces itself between waves, waiting out the battle the game is still animating before starting the next one instead of talking over it.
  • Every new floating window follows one standard: sized to its content, resizable from the corner, moved by its header, never taller than three quarters of your screen, and it remembers where you left it. Windows that predate this are unchanged for now.
  • Idle Town plans several purchases ahead instead of judging each one on its own. That is what carries a link over a rank threshold, where judging one level at a time stalls just below it and never recovers.
  • Error reports are now read in every language, not just English. A refusal answered in Portuguese, Turkish or German is recognised as a refusal instead of reported as a fault — and the one safety halt Defiant has now works on those worlds, where the wording had never matched.
  • When automation is paused for everyone, Defiant now tells you that it was paused deliberately and that it resumes on its own shortly after being switched back on, instead of telling you to update when there is no update to install.

Fixed

  • A Daily Challenge task could be paid more than once — one report had the same 300,000 supplies paid five times over. Defiant now waits for the game to confirm a task has moved before acting on it again, and says so on the row while it waits.
  • Quest Auto could stop appearing altogether for anyone who had run one particular build, because a stored setting outlived the default it was meant to follow. Saved settings now carry the version that wrote them, and switches saved by an older version fall back to today's defaults while your ticks and today's spend are kept.
  • The Daily Challenge list no longer depends on a request the game refuses on every world. Pick today's challenge in the game and the list fills in by itself, and the empty state says so rather than blaming your world.
  • A read-only Great Building scan no longer stands the whole bot down when the server declines one of its queries part-way through a long run. That is the server pacing us, not a fault.
  • Standby can now be cleared from the panel. Until now the only way out was reloading the page, which also threw away the session's scan data and every open window.
  • The arena no longer tells you to choose your units while it is still reading the army you already chose. For that first moment it says it is reading your boosts instead.
  • Idle Town: an untargeted upgrade-buildings-so-many-times task was being worked on the most expensive character on the board, which cost one town fifteen hours. A task counting levels bought and a task asking for a level reached are now answered separately.
  • Idle Town: the first workshop could never be bought, so the run climbed a town that produced nothing. Spending now aims at the workshop's price without stopping the income that has to pay for it.
  • Additional safety and stability improvements across quests, collection, and automated runs.

Removed

  • Idle Town's budget for hiring managers is gone. On an event that prices every hire in event currency it meant nobody was hired and nothing finished. Hires are paid for out of what you actually hold, the reserves you asked to keep are still held back, and what has been spent is still totalled for you.

v1.2

2026-09-12

Added

  • New Idle Town helper for the seasonal idle-town minigame. It opens in its own window, runs the board for you, and the main window answers only the two questions worth watching: what it is doing, and when this board finishes. Managers and Settings each open from it. This is its first release, so keep an eye on the first board it runs.
  • Idle Town only spends where spending helps. It buys the upgrade that actually brings the board's finish line closer rather than whatever is cheapest, hires a manager so a link keeps earning while the window is closed, and saves the cost-reduction item for a board you could not otherwise afford.
  • Per-character level ceilings for Idle Town, every one of them yours to change. An open questline task raises the ceiling of the character it needs on its own, so a low ceiling slows spending without ever stalling the questline.
  • When Idle Town skips hiring a manager it now names the link and the reason, instead of leaving a link quietly unhired with nothing to explain it.
  • New PvP Arena window that opens with the arena in game and sizes up all three opponents, giving each one a plain Win, Likely, Costly or Loss verdict with the reason behind it.
  • The arena verdict weighs the age an opponent comes from, not just their boost percentages, so a stronger-looking opponent from a later age is not mistaken for an easy one.
  • Arena Auto Fight works through the opponents worth taking, refills your army between fights, keeps your defending army exactly as you set it, and stops on a loss, heavy casualties, or when attempts run low.
  • Arena fight rules you control: minimum verdict, difficulty brackets, how many ages above you, minimum reward points, attempts held in reserve, and a cap on fights per run.
  • The arena can buy extra attempts with medals, with both a limit on how many it buys and a ceiling on what one attempt may cost. Diamonds are never spent, and the free reroll is used when nothing is worth fighting.
  • Arena fight log records what was predicted next to what actually happened, and rewards collected during a run are kept in their own log instead of interrupting you.
  • When every arena opponent is predicted to lose and no free reroll is left, Defiant names the least bad fight and asks, rather than simply stopping.
  • Smart fight for Guild Expedition and Guild Battlegrounds: Defiant scores your units against the enemy it can already see and picks the best eight, with a rogue count you choose. At least three real units are always kept, and a lost fight lowers the rogue count on its own.
  • Army preview and a running win/loss record per army line-up in Guild Expedition, Guild Battlegrounds and the arena, so you can see which composition is actually working.
  • Guild Battlegrounds can stop at a set share of a sector's own progress, and can stop on a lost fight, on a province your guild has tagged to ignore, or on a sector still inside its post-capture lock.
  • New Friend Activity view: friends grouped by how long they have been away, one-click removal of a whole stale group, and a live count against your friend limit. It opens from the new Friends button in the City tab, alongside the friend finder.
  • Plunder now has its own movable window, so a neighbour snapshot no longer takes the panel away from what you were doing.

Changed

  • The City Designer is now a single Build Plan button in its own window: it captures your draft, syncs building data, and packs the layout in one step. Apply stays a separate click, because it moves real buildings.
  • The designer shows a readiness line before you commit — how many buildings are in the draft, how many have exact size data, roads used, anything still unplaced, and where the Town Hall ended up — plus a preview map you can view in Forge coordinates or plain grid.
  • Unused roads are now left in storage instead of being parked in the city as filler, and anything that could not be placed is called out rather than quietly dropped.
  • Snipe settings — minimum profit, safe spots only, skipping inactive players, which lists to scan, and your Attack Pattern Delta profit target — are remembered between sessions.
  • Guild Expedition auto-battle will not start while a Great Building scan or Attack Pattern Delta is running, so only one of them is ever talking to the game.
  • Seasonal pop-board solving now paces itself off the board's own animation instead of a fixed timer, which is as fast as the game will accept a move.
  • Finished Guild Battlegrounds and Guild Expedition negotiations are shared to work out how the game picks its answers, which is what makes the solver better for everyone. Unlike the anonymous arena fight log, these records include your player name and world. Both are disclosed on the features page.
  • Ban reports submitted from the ban page now carry much more of what led up to it, so a cause can actually be identified.
  • Every minigame window now uses the same switch control as the rest of the panel, so the controls look and behave the same wherever you meet them.

Fixed

  • Era ordering has been corrected across the arena, campaign map, and inventory.
  • Rogue-heavy armies no longer break the arena prediction, which used to report every opponent as a loss and refuse to start.
  • The arena casualty guard now stops at the number you set. At its highest setting it could never actually trigger.
  • Research now understands era branch choices, so a technology inside a branch decision is resolved properly instead of looking available and failing.
  • Research All no longer treats a technology whose requirements cannot be read as ready to start.
  • The seasonal pop board can finish and start the next board again. It stays off by default, because each board costs an entry ticket.
  • Additional safety and stability improvements across collection, planning, and automated runs.

Removed

  • The pop-game Speed Run toggle is gone. All it did was shorten a fixed pause, which made the solver click while the board was still animating — so those moves were ignored and the run got slower, not faster. Pacing now follows the board itself and needs no setting.
  • The Auto Collect setting has been removed. If you were using it, collection is still available from the City tab as a button you press.

v1.0.11

2026-08-23

Added

  • Campaign Map exploration help now follows supported Space Age sites from ready through collection and restart, with clear countdowns, rewards, costs, and resource balances.
  • Auto Harvest can work through eligible ready exploration sites on your current map and restart completed sites when the cost is affordable. Running, unconfirmed, and unaffordable sites are left alone.
  • Defiant can automate solving for some supported seasonal minigames each helper remains under your control.

Changed

  • Mini game controls now open in their own movable window, so they can stay visible while you use another part of the bot.
  • Supported event-game controls now appear when you open a compatible game instead of taking up a permanent menu entry.

Fixed

  • Exploration-site displays now move cleanly from ready, to restart, to a fresh running countdown after collection.
  • The game map now returns to its running clock after Defiant restarts an exploration site.
  • Guild Expedition negotiation controls now load reliably.

v0.7.0

2026-08-19

Added

  • The Campaign Map window now lists supported Space Age exploration sites with their reward, cost, duration, and known status. Your credit and dark matter balances are shown alongside.
  • New Auto Harvest button for eligible ready exploration sites. Running sites and sites whose status cannot yet be confirmed are left alone.

Changed

  • Auto Harvest checks your balance before every restart and skips any site you cannot currently afford, rather than stopping the whole run. If the game refuses a start because you have run out, the run ends cleanly instead of retrying.
  • A site whose battle is lost is not restarted, so you are never charged for a site that gave you nothing.

Fixed

  • The Campaign Map window now reliably shows supported Space Age exploration sites instead of an empty summary.
  • Map sections no longer come up blank after updating without reloading the game tab.

v0.6.0

2026-08-19

Added

  • Guild Hop now asks you to confirm before it runs. It explains that you will leave your current guild and join a different one, and the confirmation must be ticked before the action becomes available. The warning can be switched off in the Snipe tab.
  • The Pop Game helper now tracks entry tickets and stops cleanly when another supported board is unaffordable. Multiplied boards count the correct number of tickets.

Fixed

  • The Great Building calculator no longer refreshes excessively while its window is open.
  • The Pop Game helper no longer stops one move early and can use the supported board's true final move.

v0.4.2

2026-08-19

Added

  • New automated help for supported Pop Game boards in the seasonal dessert event. When you choose to run it, it plans several moves ahead and prioritises Coffee Cups, reward jars, and larger groups.
  • The helper shows its next three suggested moves and updates them as the board changes, so you can follow along or take over at any time.
  • Speed Run mode removes the move cap and moves faster during the Golden Spoon bonus window.
  • Auto finish board and start next will roll straight into a new board when the current one runs out of moves.
  • Minigames now open from their own picker in the More menu, and each game gets a floating control window you can drag anywhere. The window remembers where you left it.

Changed

  • The supported Pop Game board stays visually in sync while its automation runs.
  • Minigame controls are no longer a panel tab, so they stay on screen while the bot works elsewhere.
  • Board positions are shown the way you read them, starting at 1,1 in the bottom-left corner.

Fixed

  • The Pop Game helper now shows the correct remaining moves as soon as a supported board opens, and stops cleanly when they run out.
  • A rejected move now stops the run immediately rather than retrying.

v0.3.18

2026-08-16

Added

  • Attack Pattern Delta can scan guild opportunities, auto-snipe profitable spots, move to a new guild, and repeat until your chosen profit goal is reached. Clear warnings appear before it starts, and a completion alert lets you leave it running unattended.
  • Guild Expedition now includes an optional Speed Run setting for the fastest safe pace.
  • The City tab now shows how many diamonds are ready and can collect eligible diamond rewards in one click.
  • Great Building scans can skip yellow and red players so the target list stays focused on recently active players.

Changed

  • Guild Expedition now moves through fights and encounters significantly faster by default.
  • The Ready Diamonds action uses Blue Galaxy first when it is ready, then collects only buildings with ready diamond rewards. Collecting Blue Galaxy also claims its current production.

Fixed

  • Additional safety and stability improvements across automated collection, scanning, and repeat-run modes.

v0.2.93

2026-06-27

Added

  • City Designer now has a 90 degree rebuild view so the preview can match the planner angle many players prefer.
  • Settings now includes Forge Hammer-inspired safety and intel upgrades that can be turned on or off individually.
  • Defiant now warns when another helper-style extension may conflict with automation.
  • A new collect-all guard warns before collecting while the Forge Point bar appears capped or motivatable buildings may still be unmotivated.
  • Defiant now tracks same-day Forge Point income from common rewards and shows recent FP gains in the City tab.
  • Campaign map screens now warn when open sectors may spend goods through negotiation.
  • Guild, battle, boost, Castle, and GBG building intel now appear in compact panel summaries.

Changed

  • Great Building FP contribution safety now adds a short cooldown to reduce accidental repeat contributions.
  • City Designer map rotation is view-only, so Apply keeps the original Forge coordinates.

v0.2.92

2026-06-20

Added

  • The title bar now shows two readiness lights so you can see when the game connection and live request authorization are ready.
  • A one-time readiness notice explains that automation stays locked until both title-bar lights are green.

Changed

  • Automation controls now stay locked until the game connection and current live request authorization are both ready.

Fixed

  • Request safety improvements prevent overlapping actions and stop queued work after a server error.

Removed

  • Daily Routine has been removed from the bot interface and website.

v0.2.91

2026-06-03

Fixed

  • GB Sniper now refreshes guild members more reliably after Guild Hop and before guild scans.
  • Guild scans no longer show a startup refresh server error when the cached social list is already usable.

v0.2.90

2026-06-02

Added

  • City Designer now appears as a dedicated Design tab for edit-mode rebuild planning.
  • City Designer can refresh a Forge reconstruction draft, build a packed layout preview, and apply the planned draft back into edit mode.
  • City Designer now highlights buildings that still need road cleanup and shows spare-road, missing-road, and hard-problem counts before you apply a plan.
  • City Designer can save draft history and load recent plans for comparison or recovery.
  • Quest Loop now shows the minimum Chateau Frontenac level needed for Unbirthday Party break-even by age.

Changed

  • City Designer prioritizes connected Town Hall road networks, short-side road access, tighter set and chain clustering, and denser no-road building packing.
  • The downloadable extension package now includes the full City Designer module.

Fixed

  • Quest Loop now uses the corrected Chateau Frontenac reward curve for the CF Min Lv (UHB) display.
  • City Designer no longer blocks Apply for cleanup warnings that Forge can accept, while still blocking hard layout problems.
  • City Designer road validation better distinguishes real road overlaps from cells reassigned to buildings during compaction.

v0.2.6

2026-05-17

Fixed

  • Defiant now loads on beta worlds when Forge of Empires registers keyboard handlers differently.

v0.2.5

2026-05-17

Changed

  • Campaign Map now lists the stale overview after auto-fighting as a known issue while it is being investigated.

Fixed

  • Great Building calculator no longer opens during GB scans, auto-snipes, or individual Snipe button runs.

v0.2.4

2026-05-17

Added

  • Inventory Insight now has search for quickly filtering fragments, kits, boosts, FP packages, rewards, and building items.
  • Inventory Insight now shows cached Antiques Dealer exchange values for inventory items.
  • Inventory Insight can add items directly to the Antiques Dealer watchlist.
  • Antiques Dealer watch terms now use loose title matching, so "Wishing Well" can catch fragments, shrink kits, and full items.
  • Antiques Dealer Watcher can search the server-backed item catalog so you can set alerts for items you do not own yet.
  • Admin tools can now fetch and update the Antiques Dealer exchange-value database.
  • Owner Great Building calculator can prepare support-thread copy from your own building window.
  • Great Building calculator now also appears on other players' Great Building windows with lock cost, thread request, Arc reward, and profit math.

Changed

  • Antiques Dealer Watcher has a more compact watchlist layout.
  • Antiques Dealer item cards no longer repeat shop refresh or item exchange totals already shown elsewhere.
  • Typing in Defiant windows is now protected from Forge of Empires keyboard shortcuts stealing focus or consuming letters.
  • Great Building calculators now refresh after contributions, blueprint trades, and unlock updates so the numbers stay current.

Fixed

  • Antiques Dealer background checks are throttled so repeated module initialization cannot stack extra dealer polling.
  • Bot dialogs that require a button now stay open when you click outside them.

v0.2.3

2026-05-11

Added

  • Settings now shows the H keyboard shortcut for hiding and showing the bot panel.
  • Guild Battlegrounds now has its own bot tab while the battleground map is open.
  • Added early Guild Battleground auto-fight and auto-negotiate controls with attrition and action limits.
  • Guild Battlegrounds now detects the sector you click and shows the same province label used by the game.

Changed

  • Antiques Dealer tools now check whether the dealer is unlocked before running.
  • Antiques Dealer tools are disabled automatically on worlds or accounts where the dealer is not available yet.
  • Guild Battleground automation checks sector progress before each action and stops when the target is complete, locked, or no longer valid.
  • Guild Battleground auto-fight now refreshes the attacking army before each fight using the current army setup.
  • Guild Battleground sector selection refreshes automatically when you click a province in the game.

Fixed

  • Unavailable Antiques Dealer checks no longer interrupt unrelated automation or push the bot into standby.
  • Guild Battleground sector selection now works on movable battleground maps.
  • Guild Battleground losses now show a clear notice instead of only writing to the log.
  • Leaving Guild Battlegrounds now restores the normal city tabs more reliably.

v0.2.2

2026-05-10

Changed

  • Guild Expedition now pauses at the end of a level and asks you to open the next level manually, preventing stale in-game map screens.
  • Friend Finder windows are more compact and open away from the main bot panel.
  • Tavern automation windows are more compact and use a less intrusive position.

Fixed

  • Clear Unaccepted now detects outgoing friend requests correctly and shows the count before you clear them.
  • Clearing outgoing friend requests now updates the in-game social bar without requiring a full game refresh.
  • Friend Finder better avoids already-invited players during scans.
  • Several stability fixes for restarting automation and handling server-side errors.

v0.2.1

2026-05-09

Added

  • Better visual cues when a feature has been temporarily paused.
  • Faster recovery when the connection to Defiant is briefly unavailable.

Changed

  • Cleaner Settings panel — internal diagnostic surfaces are no longer shown by default.
  • Blue Galaxy charges now populate naturally the first time you open Guild Expedition, plunder, world map, or Guild Battlegrounds in a session.

Fixed

  • Stability improvements to long-running sessions.

v0.2.0

2026-05-09

Added

  • Guild Expedition and Great Building scanner now coordinate so they never run at the same time.
  • Ban-recovery panel now records how long a ban lasts and when it expires.
  • New Changelog and Download pages on the website.

Changed

  • Ban reports are now sent automatically on the ban page — no form to fill out.
  • Background refreshes wait until the game is fully loaded before running.
  • Guild Expedition automatically advances to the next level cleanly, with the in-game window updating without needing to be reopened.

Fixed

  • Stability improvements to reduce the chance of unexpected interruptions during long automated sessions.