Every window, rebuilt. The whole interface now comes from one set of painted parts. Frames are painted metal with a light direction instead of a hairline box, and the headers and tab rails have been reshaped around the frame's corner flourishes rather than running straight over them. Buttons are moulded. Cards, rows, slots, fields, meters and dividers all come from the same kit, so a list in one window reads like a list in another. Tabs moved up into the window header and became gold icons rather than words, which hands the list underneath them the full width of the window. All eight stat icons are painted instead of flat white silhouettes, windows carry an emblem so you know where you are, the scrollbars are painted, and even the loading bar you see before anything else belongs to the same family now. Counts became small hanging banners instead of red dots, and the leaderboard's top three stand on an actual podium.
Opening a chest is a moment now. The burst is painted light rather than a coloured circle growing on a dark screen, and every reward lands on a metal card tinted to its own rarity. The part worth the wait: mythics and legendaries are held OUT of the pile. Once the ordinary rewards have landed, each rare pull gets the screen to itself - the piece alone on its plate, its rarity on a banner, rays behind it - and it waits for you to tap rather than running past on a timer. Mythics first, legendaries last, however many you pulled. Then they drop into the grid with the rest. The vault card shows the chest at full size instead of shrinking it to make room for a button, and the whole opening covers the screen rather than a panel in the middle of it.
Notifications you can actually work with. The filters moved to vertical tabs down the side of the drawer, so they take no width from the list and you can see at a glance which kinds are waiting. Claim all and Mark read have room of their own along the bottom instead of being crushed into the header. Every notification flies a small banner in its own colour carrying a glyph for its type - crossed swords for an attack, a shield for a defence, a chest for a reward - so you know what arrived before reading a word of it. Deleting one is a proper button in the corner rather than a smudge next to the title.
Battle reports. Scouts became a switch instead of a fourth tab: on shows you only scouting, off keeps scouting out of the way of everything else. And scouting finally runs both ways - a report reads SCOUT OUT when you sent it and SCOUT IN when somebody scouted you, each in its own colour, so you can tell them apart in the All list. The report detail sits in a real window now, and tapping outside it closes the report rather than the list behind it.
Missions and quests. Mission cards carry their artwork across the whole card now, with the text, reward and reroll drawn over it and the progress bar running the full width beneath. A mission you have already collected is no longer a dead tile: reset the slot the same way you reroll it, and you get a new mission that is deliberately NOT the one you just finished. Quest groups open and close with an animation instead of snapping.
The ground. Grassland was one texture repeated forever. It is now ten different ground types blended across the map - lush clover, bare soil showing through the grass, sun-dried thatch, gravel, heath - so a meadow changes character as you travel across it. The repeating lattice you could see in open fields is gone as well: two separate textures were tiling on the same 2.2-unit grid in the same phase and reinforcing each other into a visible pattern. Both now drift, so nothing lines up.
The map runs smooth. The world now streams in the background while you play, so panning no longer stutters when new islands come into view, and the far islands cost a fraction of what they did. Trees, palms, cacti and the other props keep their colours at every zoom level, also after zooming out and back in.
A cooler phone. The game holds 60 fps and, when the phone warms up, sheds shadows and resolution first instead of dropping the frame rate. Heavy throttling comes much later than before, and a long session stays noticeably cooler. Shadows are only drawn when there is something to cast them.
A new look. An olive palette, cool shadows, a touch of haze and a vignette, on by default.
Clans, rewards and chat. Artifacts show the exact bonus the server grants. A blocked player stays blocked in the chat strip you read. The event shop only offers what you can afford. Rewards say what they are before you claim them. The confirming tap on Rally and Multi-scout is now a setting, so you can turn it off. Claim all only claims its own list: missions on the Missions tab, an event's missions on that event's tab, and in the inbox only the notifications you are looking at.
Fixes. A failed start no longer traps you. If the game could not load your island it sent you back to the login screen, logged straight back in, failed again, and repeated for as long as you were willing to watch - and closing the app made no difference, because the next launch entered the same circuit. It now stops, tells you what went wrong and offers a retry. Battle reports, My Cities and the chest vault use the height of your screen instead of stopping short of it. The clan and events buttons no longer carry a red count for things that are not there when you open them. Subscription cards in the shop show what you get above the button instead of below it. Scrapping shows what the server will actually pay rather than what the app guessed. Missions you missed stay on the board and can be rerolled, mission days run midnight to midnight instead of inheriting the quests' noon cutoff, and the board keeps to its configured size. And every remaining piece of in-game text can now be translated, across all eighteen languages. Equalise is a proper window again, and its result reads one line per city. Terrain draws on low-end devices again. The land bridges between islands are back. The map no longer zooms in far enough to show the crack pattern on castle roofs. Dropdowns no longer draw their arrow on a second line, and the skins counter fits its pill again. Zoomed out, castles are drawn as their 3D model again instead of a sprite that flickered while zooming.