✨ New — the world
The map is alive. Meadows roll, windmills turn their blades, farmsteads sit among wheat fields, campfires flicker at their camps, mines dig into the mountainsides, boats sail shore to shore, and trade caravans trundle along the dirt roads between your cities. Deer, boar and horses graze the hills, brooks wind down to the sea.
The world has a climate. Regions of jungle, snow and volcanic rock now stretch across the map, and they cross island borders instead of stopping neatly at them. Every terrain type bends to its climate rather than being replaced by it: a mountain in the snow is still unmistakably a mountain, it just carries far more snow on its flanks. A mountain in a volcanic region goes to black basalt.
Volcanoes as landmarks. Real volcanoes stand in volcanic regions, well clear of any settlement, so they read as scenery you navigate by.
Wildlife stays home. Each climate has its own plants and animals, and they stay in it. No reindeer in the jungle.
Main cities burn bright. The golden star ring around every main city carries a rising flame glow, so mains stand out from far away, yours and your enemies' alike. War-target cities get a thin red ring with flickering flames, live on the map and the mini-map as a war starts and ends.
✨ New — things to do
Season events. The events screen is now one window with a tab rail instead of two sliding panels. Quests moved inside it, missions became a grid of square tiles you can actually scan, and every running season event gets its own tab: its own mission board, its own currency and wallet, an event shop, and a reward track that pays out as you earn. Each event carries its own theming inside its own tab, so a bold theme can never make the rest of the window unreadable.
An event shop worth opening. City skins with a real rotating preview, potions, main-city changes, transfer rushes and chests, priced in that event's currency. Real-money packs can pay straight into an event wallet, and there is a link from the storefront to them so you are not hunting for it.
Talent plans. Pre-select where your future skill points go: level up and they land exactly where you planned, marked with a gold ring. You can plan past the points you currently hold, tier skills included, and saving a plan spends what you already have. Spending now asks OK/Cancel first, so no more accidental clicks.
Recall All. A talent that pulls every army you have on the march back home in one tap. The troops walk back like a real recall, it pulses over your main city so you can see it fire, and it has a cooldown, so time it well.
Arrival notifications. Tick "Notify on arrival" when sending an army and get a notification, push included, the moment it lands.
✨ New — clans, shop and the small stuff
🔧 Improved
The game got a lot lighter. Three separate geometry cuts land together. Decoration props were wildly over-modelled — a single round bush was 10,980 triangles, more than four trees — and thinning them reclaimed 9.8 million triangles a frame. The jungle stopped paying twice for canopy layers nobody can see from above. And every city, temple and buff-site model now ships a map-only copy with the geometry the fixed camera can never show stripped out: 19.6% of 2.0 million triangles across 83 models, checked by rendering each one before and after from the game's own angle and comparing the images.
Chat translation works again. Google started blocking the endpoint the translate button used, which is why it died for everyone at once. It now runs through our own server, and translations are cached, so a repeat tap is instant.
Equip Best got smarter. It fills your artifact slots too, and compares items on their real total value, so a purple item no longer loses to a weaker blue one.
Regroup takes everyone. Every city in range joins again, whatever it is holding.
The events badge means something. It counts what you can claim right now instead of what is merely open, so a number on it is always worth a tap.
Equalise tells you its exact gold cost and lets you cap the spend at a percentage of your gold. Badges show real numbers instead of "9+". Stats show two decimals, so small bonuses are visible. Scouts leave from the city with the shortest actual walking route. Battle reports show each city's level as it was at the time. Sending an army no longer waits for the travel-time preview.
🛠️ Fixed
Your stats add up again. The breakdown under a stat could disagree with the number above it — sources totalling 317 under a heading of 226 — because the heading came from a cache while the parts were recalculated live. Both now come from the same calculation.
Shield rules are strict and predictable. While your shield is up, none of your troops move: no attacks, no rallies, no transfers between your own cities, and launches and rally groups are refused outright. Your shield never breaks by accident; drop it deliberately when you want to march.
Rally no longer freezes the game. Pressing Rally could hard-lock everything while it drew the range preview. The pathfinder behind it also no longer floods an island when a source city cannot be reached, and it is nine times faster on that case.
Rally battles merge. Armies arriving after the target changed hands fight one combined battle instead of trickling in and dying one at a time.
Returning troops keep their colours instead of turning into an "enemy attack" when their home city was captured while they were out. Spy reports arrive on time. Attack and scout warnings can always name the attacker, even from an island you have never visited.
Released cities are conquest prizes, never spawn points for new mains.
The mini-map narrows against the chat band instead of lifting out of its corner. Cities appear where they should instead of being culled by a guess. The clan window no longer hangs on a slow leaderboard. Clan invites clear the moment you join. The diamond shop refreshes when you open it. Support moderators can download ticket attachments again.
Thanks for every report in the channels, they decide what I build next. Keep them coming. ⚔️