v1.2
2026-09-12Added
- 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 public 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.