Release notes

What’s new in Shadowmere, one release at a time.

Current release

Community, kingdom tools and gameplay improvements

A shared Community forum, richer kingdom tools, clearer mobile play and a broad set of combat, exploration and founding improvements.

Community and Worlds

  • The shared Community forum brings persistent discussion threads, replies, pinned official posts, rich formatting and images alongside private Alliance forums. Open player profiles directly from authors, inspect kingdoms and start a message from their profile.
  • Worlds now have illustrated, collapsible banners, compact rules summaries and a guided kingdom-creation flow. Inactive Worlds are clearly identified, and a recommended starting World is easier to find.
  • Community kingdom cards show race portraits, daily score movement and clearer activity; desktop rankings and small-screen layouts make those comparisons easier to scan.

Construction, Recruitment and Research

  • Classic Construction supports repeated build orders with shortage review and exact targets edited from current counts. Visual Buildings has clearer output and capacity details, improved linked plans and more usable mobile Apply and Presets controls.
  • Recruitment and equipment share compact quantity steppers with hold acceleration, consistent markers and clearer storage, support and research explanations. Number precision can be saved independently for desktop and mobile.
  • Research Setup supports shared and individual subject settings, spell target levels and clearer inherited settings. Mobile spell research uses independent school accordions, and changing schools preserves the turns you selected.
  • The account Loadout library has searchable, race-filtered setups with Construction, Recruitment, Research, Marketplace and Preferences tabs. Save changes across assigned kingdoms, protect unsaved edits and transfer supported alert and display settings without executing gameplay orders.

Combat, exploration and kingdom balance

  • New kingdoms in Danoria begin with 210 land and ten Vaults, alongside 150,000 gold and 80,000 food. Existing kingdoms keep their holdings and progress.
  • Raid now uses separate gold and food theft allowances, revised damage and absorption curves, and corrected housing, equipment and racial return-fire outcomes.
  • Assassination separates learned research strength from temporary suppression, with revised Commander and Troops outcomes, research thresholds and clearer reports.
  • Unknown exploration gains revised artifact power tiers, scroll bundles, super scrolls and developed-estate discoveries. Focused Land and Food searches use the completed progression balance.
  • Loot carrying is based on surviving forces, with revised equipment weights and capped captures. Covert operations improve Sabotage outcomes, guards, concealment and retaliation privacy.
  • Mutiny now stops affected missions before engagement. Repeated spell reflection and selected bombardment and Centaur research outcomes have been corrected; existing stored spells and items keep their saved definitions.
  • Deflector market pricing uses the corrected depth from its scheduled activation boundary, preserving earlier prices and outstanding market progress.

Reports, Overview and Help

  • Full battle and intelligence reports use clearer, responsive layouts, with more useful economic detail and direct access beside History actions. Covert reports preserve their identity restrictions while explaining recorded outcomes more clearly.
  • Overview groups resources, population, housing, morale and protection into clearer sections, including unprotected gold, concise headline values and a detailed score breakdown. Empty sections and repeated labels are reduced.
  • Help answers start with concise guidance and keep the full reference available through contextual links. Chapter metadata was repaired so the guide loads reliably.

Presentation and mobile play

  • Race-specific Recruitment portraits, military scenes and Magic artwork make kingdom pages more distinctive. Main gameplay images can be collapsed, with that preference remembered.
  • Mobile navigation, Council slots, tables, action rails, dialogs and profile popouts have been refined for narrow screens. Controls have clearer spacing, long values fit more reliably and shared pane layouts use available space.
  • Action sounds can be configured independently; simple Overview disclosures stay quiet. Release notes are also available within account management navigation.
  • Restored the desktop navigation’s slate background and compact spacing in the hosted game.

Administration and account access

  • Administrators can manage registration access from Invitations while preserving existing verification and invitation permissions. Feedback has counted queues, practical date/search filters and a readable outcome history.
  • World editing combines presentation and configuration drafts behind one Save World action, with image uploads, clear scheduling times and preserved unrelated edits.
  • The World gift builder supports explicit gold, mana, turn, blessing and Genie items, previews and reusable packages. Granted turns above the normal bank limit are preserved.
Link to this release

Previous releases

Visual Construction, reusable plans and a deeper spellbook

A major kingdom-planning update, illustrated Buildings and racial abilities, and the completed Tales-inspired spell and regenerating-race balance changes.

Visual Construction

  • Plan Buildings in a new visual workspace with illustrated cards and a table view. Compare the layout with Classic mode and keep your preferred view.
  • Linked building controls account for land, housing, food and production together. Range markers and previews show how a proposed change affects the rest of your kingdom.
  • Review Gold, food and turn requirements before applying a plan. Estimates update with the draft, and unavailable or stale calculations cannot submit an outdated order.
  • Use compact goals, ordering, filters and selection controls to focus on the Buildings you need. Narrow screens and rapid slider changes retain the draft and recover cleanly from a failed review.

Saved plans, Capacity and loadouts

  • Save, name, update and reuse building layouts and Recruitment configurations, scaling them to another kingdom while respecting its limits.
  • Capacity settings make housing and food reserves explicit. Preferences and reusable libraries belong to the selected kingdom, with existing account choices inherited when needed.
  • Loadouts can carry building defaults, saved layouts, views and Recruitment defaults. Imported choices are added or updated without overwriting independent local plans, changing the current page or executing orders.
  • Older loadouts remain readable, and loadouts without the new planning sections leave those choices intact. Conflicting or oversized imports preserve existing settings for recovery. Planning refreshes respect the features available in each world.

Recruitment, storage and Deflectors

  • Recruitment capacity markers and personnel explanations make housing, reserves and support limits easier to understand. Bar values are available through hover, keyboard focus, touch and dragging.
  • Equipment shows armament storage and machine storage separately, with clearer Armory support and construction previews.
  • Deflectors now have independent research and saved-study/loadout controls. Existing kingdoms inherit their previous War Machine research investment once; existing independent Deflector research is retained.
  • Research and equipment inspectors explain race-specific study and build ratios, helping you compare the effective benefit of another investment.

Spellbook and weather corrections

  • Toxic Wasteland, Wasteland and Poison Water use their reviewed damage and production rules, with corrected target pools and generated Fire behavior.
  • Food-production spells, Fire and Acid Rain agree with actual turn settlement and forecasts. Gaea's Wrath validates its zero-power boundary correctly.
  • Generated spell effects and Summon Demons use the approved child strength, duration and selection rules, including saved-scroll and artifact paths.
  • Frenzy, Summon Genie, Gaea's Presence, summoned animals/beasts and their rabid variants, Storm and weather combinations follow their completed corrections.
  • Acid Rain, Flood, Blizzard, Sand Storm and Tempest apply saved source severity once. Just Cause expires when its remaining reserve is exhausted.
  • Existing active effects, scrolls and artifacts retain their frozen definitions. Corrected and legacy effects stay distinguishable in execution and History.

Regenerating races, Life and Death

  • Vampire Life defenses and Gnome Holy Power use the selected Tales-inspired resistance and research progression, with explanations matching the actual effects.
  • Healing and Resurrection work through the remaining eligible military, worker and civilian casualties, with corrected age costs, counters and repeated-cast accounting.
  • Drain Life, Death, Festering Wounds, Plague, Dark Paradise and Quivering Death use their selected damage, duration, resistance and recoverable-body rules. Ancient Disease settlement and treatment are corrected too.
  • Animate Dead and Necromancy use the reviewed body budgets and target handling, including the Vampire interaction.
  • Vampire, Werewolf and Troll recovery correctly handles eligible workers and civilians, Raid cases, enemy claims and protected losses. Already queued returns keep their saved entitlements.

Counters and combat explanations

  • Bless and Dark Paradise resolve both arrival orders correctly, including combined spell arrivals. Blocked effects do not claim damage or delivery credit.
  • Physical equipment and conjured equipment contribute their actual quality independently; adding a small physical reserve no longer changes resistance for the entire force.
  • Saved Death Barriers retain their casualty policies, with stable dominance rules and the existing external Resurrection passage cost. Reports distinguish physical and conjured contributions.

Artwork, navigation and mobile use

  • Buildings and racial abilities gain new illustrated artwork and shared detail viewers for effects, costs and research, including revised Sprite and Leprechaun scenes.
  • The heraldic kingdom crest, profile popout, score/turn display and navigation have been refined, with tighter spacing and clearer framing.
  • Mobile Chat and History searches stay anchored. Shared panels, popovers, toolbar controls and narrow layouts have received further usability improvements.
  • Page scene artwork fills the top and side edges of its frame, with the same treatment preserved on narrow screens.
  • The mobile top rail sits flush against the banner and spear divider. Profile menus keep their intended layer, and Overview retains room above the bottom toolbar so the last sections remain reachable.
  • Desktop navigation preserves its slate artwork, tighter link spacing and banner proportions in the hosted build, matching the development layout.

History, reconnaissance and rankings

  • Pinned Council history stays focused on the selected action rather than including unrelated spell-effect turns.
  • Reconnaissance respects visible retaliation rights, and Dispel immunity is explained before casting and in spell reports.
  • Top Movers retains the last completed comparable daily period until a newer one is ready, preserving a useful comparison across missed days and rules updates.
Link to this release
Visual Recruitment, illustrated quests and gameplay balance

New visual Recruitment controls and illustrated Quest notices arrive alongside exact gold accounting, quantity-based Marketplace trading, and a full Balrog, spell, fortification and equipment balance update.

Recruitment and Construction

  • Switch between Classic and Visual Recruitment. Visual controls show Army, Mage and workforce allocations, with draggable segments, exact quantity editing and layouts designed for both phones and desktop.
  • Save named Visual Recruitment configurations with allocation ratios and reserves. Loading one prepares a draft for review; Apply commits your selected changes.
  • Recruitment shares clearer housing, civilian reserves, hiring capacity and cost forecasts across both views. Hire, Sell and Dismiss have clearer actions, with Max and Clear controls.
  • Construction remembers your preferred view, customization and building order, and keeps rows stable while you edit quantities.

Quest board

  • Quest notices use parchment, graphite illustrations, handwritten headings and clearer seals and status stamps. Phone and desktop layouts make notices easier to browse.
  • Quest details and posting controls are more compact, with shorter dates and shared Help for rules.

Gold and Marketplace

  • Gold accounting preserves exact whole-coin amounts even at very large balances, without a gameplay ceiling. Marketplace proceeds, fees, purchases and recorded monetary results retain their precision.
  • Your remaining market listings show their current total value, with clearer headings and mobile formatting.
  • Buy and sell quantities instead of fixed lots. Released stock is pooled by item and quality so purchases can fill across eligible sellers; gold, taxes and seller proceeds remain exact.
  • Marketplace prices and saved-alert notifications publish together every four hours at 00:00, 04:00, 08:00, 12:00, 16:00 and 20:00 UTC. New alerts and newly released stock are evaluated at the next scheduled notification cycle.

Balrog discovery and capture

  • Dwarf Mine discovery is rebalanced to a 0.75% chance; mining while the Balrog already resides in your kingdom has a 0.3% empty-chamber chance. An eligible battle has a 33% encounter chance.
  • Capturing a Balrog requires an encounter, Self Sacrifice and qualifying land gained in battle. The same attacker and defender use a rolling 24-hour land window; zero-land outcomes do not qualify.
  • Balrog collision earthquakes use kingdom-size resistance and revised funding, with clearer discovery, encounter, capture and removal reports.

Combat, destructive spells and equipment

  • Castle, Outpost and Guard Tower bonuses are now 135%, 70% and 70%. Fortification and other combat bonuses compose consistently, correcting the previous stacking behavior.
  • Earthquake, Fire, Winter, Sleet, Inferno, Volcano, Purgatory, Summon Dragons and Meteor Strike receive calibrated damage funding and resistance. Funding scales with kingdom size, with separate coefficients for buildings, people and equipment. Existing spell effects keep their recorded rules.
  • Weapons and Armor add linear combat power to the personnel that actually use them. Racial and spell bonuses apply through the correct combat paths, and kingdom score distinguishes equipped and reserve inventory. Machines and aircraft retain their existing combat rules.

Reports and Help

  • Outgoing spell History shows recorded building damage and confirmed Balrog removal while preserving private target information.
  • History result explanations have clearer icons. Balrog notices and Help clarify discovery, encounters and capture outcomes.
  • Airship Help explains power, survivability, crew efficiency and the differences between aircraft and ground machines.

Interface and preferences

  • Desktop navigation is more compact, with clearer overflow controls, panel dividers and resize targets. Keyboard focus indicators are subtler and appear when using the keyboard.
  • Phone layouts refine status labels, header spacing, Recruitment cards and metric placement. Account section selection doubles as its page title.
  • Desktop and mobile audio preferences can be set separately, and inspecting individual metrics stays silent.

Admin testing

  • The administrator Test option can create a developed, race-aware testing kingdom with 25,000 land, advanced research and trained personnel. Normal kingdom creation keeps its existing starting rules.
Link to this release
Balrogs beneath Danoria and a refreshed kingdom workspace

Dwarf miners can awaken Balrogs in Danoria, with new encounters and reports, alongside clearer kingdom layouts, spell information and optional audio.

Balrogs in Danoria

  • Dwarf Mine can awaken a Balrog beneath your kingdom. Finding another ancient chamber grants free land instead. A resident destroys Cathedrals when you spend turns.
  • Invading armies can encounter the creature, use Self Sacrifice to fight through, or capture its lair. Rival Balrogs clash and unleash an Earthquake; powerful Earthquake and Purgatory effects can remove a resident.
  • Owner notices, battle reports, intelligence and History explain the recorded outcomes while keeping private information private. Balrog rules work in the current Danoria season and are retained for future seasons. Existing kingdoms and progress are preserved.

Kingdom workspace

  • Desktop and phone layouts have refreshed banners, navigation, artwork and docked panels. Overview highlights key metrics, race portraits expand for a closer look, and profile controls fit more comfortably on smaller screens.
  • Desktop and phone interface sizing can be adjusted independently. Construction, Recruitment, Study and Formations controls have more consistent spacing and clearer review summaries.
  • The Quest board has refreshed guildhall artwork, clearer posting controls and simpler navigation.

Sound and information

  • Optional background music and sound effects have separate controls, including subtle interface, drawer and notification sounds. Audio preferences are remembered in your browser.
  • Active spells explain their effects and remaining whole turns more accurately, including destructive-spell estimates and Lich duration guidance.
  • Scheduled events display in your selected time zone, with clearer handling of daylight-saving changes. Account verification and password-reset emails now use Shadowmere branding.

Marketplace and fixes

  • Marketplace controls, stock tables, totals and recent trade history are clearer across screen sizes. Editing purchase drafts avoids unnecessary repeated requests.
  • Unknown troop discoveries preserve the quality of the receiving army. Special-action History summaries and saved planning forecasts received accuracy fixes.
Link to this release
Formations, richer magic and a clearer kingdom workspace

Coordinate building and staffing plans in Formations, explore revised artifact and support magic, and use clearer onboarding, History and community tools.

Formations and planning

  • Building and staffing formations now share one planning page, with compact saved-plan selectors, automatic estimates, and review controls alongside editing. Plan summaries and temporary calculation warnings make the consequences easier to understand.
  • Percentage staffing plans no longer inherit old food stockpile targets. Improved shortage guidance and whole-lot calculations help keep saved plans useful as your kingdom changes.

Artifacts and support magic

  • Newly forged artifacts use revised gold-and-mana formation, investments up to 1 trillion gold, updated High Elf retention tiers, and finite repair/refresh ceilings. Existing artifacts retain their established policy, including when they change owners or are enchanted later.
  • Equipment enchantments fund their effects from the items committed to combat. Bless now adjusts combat morale, while Choir uses its revised population recovery with food and housing checks.
  • Gnoll, Goblin and Troll battle feeding now grants 10, 20 and 3 food per eligible enemy death in Military Attack or Raid. New regeneration entitlements retain the racial quality adjustment recorded when they were earned.
  • Compatible spell reserves can combine across casting sources under the new stacking rules, with consistent power, duration and funding.

Casting and spell information

  • Spell detail views and quick explanations have been refreshed. Percentage mana controls make casting allocations clearer, and equipment and ally spell descriptions better explain their requirements.
  • Self-only Specials require your current kingdom as the target. Passive ability and support-spell explanations more clearly describe when their effects apply.

History and construction

  • Owner-turn spell outcomes appear together with the action that caused them, reducing duplicate History entries while retaining detailed reports. Construction entries and spell results have clearer summaries and filtering.
  • Building descriptions explain their benefits, and partial buildings can prepare the work needed for completion directly from their row controls. Unread announcement counts are easier to see in kingdom navigation.

Accounts and onboarding

  • New accounts move through guided profile setup, kingdom founding and kingdom management. Setup drafts survive navigation and reloads, with recovery guidance when saved information changes.
  • Account settings, player images and controlled name changes are clearer, and saved kingdom loadouts can be edited and applied with stable configuration copies.

Kingdom workspace

  • Navigation artwork and workspace controls have been refreshed across kingdom pages. Phone layouts, kingdom rows, account screens and docked Help, History, Chat and Feedback panels received usability improvements.
  • Unread chats are surfaced more clearly, with more concise History presentation and improved navigation between game activities.
  • Marketplace and Quests now appear directly in the main navigation and mobile page picker, with more consistent spacing and alignment when scrolling or rotating your phone.
  • Recruitment actions and personnel quantities fit more clearly on small screens. Profile menus close when you click outside, while account help stays within the active pane.
  • Alliance settings use compact profile and membership groups, clearer artwork previews, and Choose, Apply and Cancel controls before publishing a selected image.
  • Formations gains a leprechaun planning scene, matching navigation icon and bottom artwork. Artwork adapts around retained plan content, narrow screens and docked panels, with usable fallbacks if an image fails to load.
  • A Bottom artwork size setting joins Header size in Account settings. Layout preferences sync more reliably across tabs, and keyboard focus can still reach the last content row above the artwork.
  • Staffing estimates retain ordinary spell production and real mana/duration clocks without counting chance-only Genie gifts or Gaea harvests as guaranteed income. Harmful random severity is estimated conservatively; unsupported effects explain why a safe estimate is unavailable.
  • Balanced now gives equal importance to gold and turns among safe plans meeting quality targets, rather than rewarding excess quality. Temporary scholar proposals also check housing beside the final roster.
  • Review names the calculated strategy and explains rejected attempts, housing shortages and forecast limitations. Failed calculations offer recovery without changing your saved plan, and older estimates require Refresh before execution.

Community and reliability

  • Forum read status follows the version you actually viewed, with safe bulk mark-as-read controls. Council and directory pickers recover from failed reads and retain useful focus and pagination.
  • PDF downloads show progress and offer Retry without duplicate requests. Image uploads provide retryable busy responses while preserving drafts and existing access protections.
Link to this release
Help guide restored

The Help guide now loads correctly on the hosted game.

Help and guidance

  • Restored the Help pane and its guide chapters on Shadowmere.world, including contextual explanations and searchable game guidance.
Link to this release
Every race, deeper magic and better alliance spaces

Test all 18 races with your own kingdoms, explore a substantial update to spells, undead, equipment and kingdom survival, and use richer alliance forums and clearer chat identities.

Try every race

  • Ordinary players in the hosted Dan realm can now rule up to 18 active kingdoms: one per race. New Kingdom remains available after your first kingdom, already-owned races are clearly marked, and deleting a kingdom frees that race for a fresh start.
  • Kingdom founding has been redesigned for desktop and phones, with deliberate realm selection, clearer race navigation, portraits and stories, compact race-detail windows, and easier access to kingdom setup and account settings. Kingdom names no longer trigger spellcheck or autocorrect.

Undead and magical creatures

  • Ghoul and Lich King mechanics now follow the revised lifecycle and conversion rules. Lich King conversions use actual Military Attack casualties, while Guardian backlash, undead counters and outcome reports make the consequences clearer.
  • Genie and Magical Harvest received completed spellbook mechanics and lifecycle fixes. Older incompatible Ghoul groups, Lich King effects and Guardian state are cleared once when the new world rules activate; other kingdom resources and progress are retained.

Deflectors and military equipment

  • Deflectors are integrated into manufacturing, combat, fortifications, kingdom score, spell interactions and protected loot. Equipment and battle screens show their role throughout the game.
  • War-machine and Deflector production now share crew accounting and rust behavior. Equipment pricing, reward transfers and protection calculations have also been corrected.

Spell balance and battle mechanics

  • Acid Rain, Flood and Rain use revised weather and damage mechanics, including Rain spawning. Famine’s military-quality loss scales with funding, and Self Sacrifice applies its selected Fighter substitution.
  • Valor and Fasting received their revised mechanics, including correct Valor funding when no living army remains. Physical Barrier comparisons, admission, breach penalties, duration and reporting were corrected; Forest Ambush now counts Ranger strength at the barrier.
  • The Research spell viewer now has artwork across the spell catalog, clearer previews and detailed outcomes, more room alongside docked Help, and improved study controls on phones.
  • Combined Airship strikes now apply their coordinated bombing and Fire rules. Battlemage support uses configurable percentage allocation, and covert/spell-effectiveness corrections and the completed Forest Ambush model are enabled externally.

Survival, mining and intelligence

  • Starvation applies the revised loss fractions and rounding to each population pool. Excess housing gets two owner turns of recovery time, with shared housing allocated proportionally and departures capped and assigned to unhoused groups.
  • Fortification balance and equipment contributions were updated. Saved Spy and Scrying reports have clearer summaries and compact headers; their sections remain expandable inside History.
  • Dwarf mining now uses the revised research and workforce curve and can discover food or free land. Intelligence controls also make prepared Scrying easier to find and use.
  • Previously local Special balance is now reconciled with the hosted realm: research unlocks and reward thresholds follow the completed balancing sequence, including the expanded racial abilities and Troll recovery mechanics.
  • Captured buildings now transfer intact instead of suffering an automatic loss. The completed Necromancy, Bloodlust-food and historical-counter policies are also enabled; existing holdings and battle history remain intact.

Alliance forums and cooperation

  • Alliance forums now support pinned discussions, rich posts, replies and dedicated thread views. Improved post and reply composers, discard controls and mobile layouts make longer discussions easier to keep and follow.
  • Large forum images are compressed before upload, and image handling has been improved for iPhone and interrupted editing. Alliance banners, setup, invitations, member actions and trading controls are clearer and better contained within their sections.
  • Alliances can broadcast location maps through an atomic daily operation, with a consistent form and clear results.

Chat and everyday navigation

  • Account, alliance and kingdom conversations now use distinct identities, including kingdom chat colors and private kingdom conversations. Existing account conversations and message history remain available.
  • Activity and chat workspace dividers now follow the pointer reliably, with aligned resize handles and thinner dividers. Recruitment food forecasts, Warfare’s initial Military view and Community rankings scrolling were also improved.
  • Feedback updates show their reference number more clearly, welcome Help opens in a pane, obsolete kingdom notices have been removed, and the sign-in page has updated artwork and a better mobile fit.
Link to this release
Guides, kingdom plans and world balance

Practical help and ready-to-use plans make kingdoms easier to manage, while a substantial rules update brings more depth to races, battles and progression.

Help and kingdom planning

  • A searchable player guide now explains the game with practical examples. Contextual Help opens to the building, unit, spell, research choice or operation you are using, with current rules and limits close at hand.
  • New and existing kingdoms receive editable race-aware starting plans for staffing and construction. Construction plans can fill selected support buildings automatically while leaving other buildings under your control.
  • Building details group their benefits and show the projected effect of an entire construction order before you commit it.

Races, battles and magic

  • The world balance update revises race strengths, building costs and benefits, Granary capacity, and several Specials. Troll study, Gnome farms, troop starting quality and other race-specific choices now follow the approved balance.
  • Military Attacks can inflict civilian losses. Vampires and Werewolves feed from actual eligible enemy deaths under the revised rates; Death losses have a separate corpse-recovery limit, and Just Cause responds to retaliation.
  • Dark Rituals have a higher mana ceiling, and selected Teleport, Siren and Demon behavior has been refined. Existing kingdoms keep their saved state as the world adopts the new rules.

Progression and construction

  • Surviving troops who take part in resolved battles or covert operations can gain experience on both sides, with gains reflecting participation and current training.
  • Dwarf Weapons and Armor craftsmanship now improves with effective Mastery instead of staying at a fixed bonus. Building work costs follow the recovered values, and Construction research scales building work linearly; existing buildings are not charged again.

Keep activity in view

  • History and Chat can stay open as narrow side rails while you play. Hover or focus an activity or chat group for a quick preview, then expand the rail when you want the full history or conversation.
Link to this release
More ways to play and clearer kingdom results

Account creation is open, kingdom screens and reports are easier to use, and the game is ready to host more kinds of worlds.

Welcome to Shadowmere

  • Anyone can create an account from the sign-in page without an invitation. Your email still needs its one-time verification before you found a kingdom.
  • The welcome and account pages now explain the open sign-up path clearly.

Kingdom screens and planning

  • Council targeting makes it easier to find kingdoms across your world, including your own eligible kingdoms, and keeps the target's history close at hand.
  • Construction, recruitment, equipment, research and magic screens have more compact controls and clearer estimates, especially on phones and narrow windows.
  • Spell artwork and improved layouts make abilities and results easier to recognize without crowding the action controls.

Clearer combat and History

  • Battle, spell, covert and Special results use shorter summaries with the important losses, gains and effects in the right place. Detailed reports remain available when you need them.
  • History separates actual resource changes from status updates, keeps regeneration visible, and avoids repeating empty or misleading result rows.
  • Airstrike, Ambush and other warfare reports now explain the force used and the result more clearly, including when an attack stopped before dealing damage.

Chat and new worlds

  • Chat messages have clearer reply, reaction, edit and moderation actions. Touch menus, message spacing and unread behavior work better on phones.
  • Administrators can prepare worlds with distinct presets and scheduled seasons. Existing kingdoms and the current world stay in place.
Link to this release
Stronger equipment, refined combat and smoother kingdom controls

A substantial balance and usability update: reworked equipment staffing and durability, revised combat and Vampire feeding, better spell timing, Pot and covert-operation tuning, and clearer History, alliance and mobile screens.

Equipment and military combat

  • War Machines provide more protection, and Airships gain substantially stronger damage and durability. Equipment quality now protects ordinary War Machine losses, while direct hits use their own durability calculation.
  • Crew requirements stop growing once equipment reaches 1,000% quality. Airship crew needs now use their own racial ratios, so high-quality equipment remains useful without indefinitely increasing its Laborer requirement.
  • Direct and ordinary equipment losses share one battle allowance: normally at most 6% of committed machines or aircraft, with lower operation limits still applying and whole-unit rounding for tiny fleets. Crew deaths follow the equipment actually destroyed.
  • Military Attack casualties now follow the selected classic-game pressure formula for both armies: ordinary losses scale toward 10% as opposing damage overwhelms protection, and zero opposing damage causes zero ordinary losses. Battle luck, land capture and special-loss effects retain their separate rules.

Vampire feeding and housing recovery

  • Vampires receive 150 food per 100 qualifying enemy deaths in Attack and Raid, whether attacking or defending and whether they win or lose. Bombardment and troops that flee before combat do not feed them. This supplements food supply; the operation still consumes its normal turn food.
  • Surviving hired Laborers can rebuild housing even when they are currently unhoused. Normal housing departures still happen afterward, while equipment work, research and combat keep their housed-personnel requirements.

Spell timing and racial Specials

  • Eligible duration spells, including Aphrodisia, take their first effect on arrival rather than waiting for another target turn. Barriers, stored charges and other effects with deliberately different timing keep those rules.
  • Gnome Holy Power delivers one immediate holy-fire pulse. It no longer waits for two later turns, and its power is not doubled.
  • Spell results follow the actual recipient and exact effect after reflection, redirection or combination. Remaining duration and active status no longer borrow an unrelated same-name spell from the caster; for example, a six-turn Fire reports five turns remaining after its arrival pulse.
  • Leprechaun Pot o’ Plenty food growth tapers above 1,200% effective Mastery using a square-root curve. Costs, duration and counters stay consistent, and already-active Pots keep the rules saved when they were activated.

Assassination and Sabotage

  • Covert penetration now compares the number and effective training of your Assassins with the quality-weighted housed guards. Rangers have half guard weight, rising to full weight under tower coverage; defending Assassins and Thieves retain their distinct roles.
  • One narrow ±5% luck roll determines a close penetration result instead of a separate broad success roll. Existing damage limits, casualties, defenses and racial modifiers still apply; reports explain relevant luck without revealing hidden enemy strengths.

Clearer History and food accounting

  • History combines brief outcomes with Stats, shows the useful result in the toolbar, and keeps detailed Results for effects that need them. Routine food and morale effects no longer repeat totals already visible in Stats.
  • Incendiary Bombing and its accompanying Fire appear together in incoming History, with both original reports available. Raid, Forest Ambush and Bombardment reports distinguish a stopped mission from one that dealt damage instead of relying on a misleading win/loss label.
  • Repeat eligible actions directly from History with their recorded quantities and duration. The game checks the action against your current kingdom; retrying an uncertain submission does not spend it twice.
  • The food inspector separates farms, weather, conjuration, Specials, Famine, consumption and savings. History separates food produced, magic, battle feeding, savings and waste, making the final change easier to reconcile without counting instant gains twice.

Alliances and everyday controls

  • Alliance Resources stay pinned above compact forum discussions, with Mail inside the Forum. Announcements use one message field and display inline, while existing threads, attachments and direct links remain available.
  • Alliance approval and visibility controls have clearer labels and behavior. Rankings search and filters sit in the title menu and update without a full refresh.
  • Construction and Equipment accept signed quantities and percentages of what you already own, show the resolved amount, and reject stale drafts after your kingdom changes.
  • Research milestones that improve later artifact capabilities now explain that reward instead of suggesting an empty research branch. Existing requirements and earned access are preserved.

Mobile navigation and active spells

  • A new mobile page drawer provides kingdom and Guildhall navigation, with improved landscape positioning, usable close controls and consistent touch and keyboard focus.
  • Workspace drawers follow swipe gestures and animate dismissal. Compact turns, countdown and score controls leave more room for play, with better-positioned profile and detail popovers.
  • The mobile header shows active spells and a compact list of remaining turns and mana per turn or stored charge. Your own profile also makes Invisible status clear.
  • The kingdom picker stays below its selector when the phone keyboard opens and enough space remains. Its list scrolls within the available space, with an above-selector fallback when space is too tight.
Link to this release
A major kingdom rules and race Specials update

Combat, kingdom turns, spells and all 18 races received a broad balance pass inspired by the original game, with new Specials and clearer reports and controls.

Combat closer to the classic game

  • Military attacks now weigh each side’s actual strength when settling troop losses. One small battle-luck roll affects the result consistently, and stronger wins claim more land. Captures take free land first and share one limit with developed land.
  • Weapons and armor last longer at higher quality, with extra protection for the winning army. War Machine crew losses follow machines actually destroyed instead of being counted twice.
  • Infernal Darkness has distinct racial outcomes: it can return eligible Vampire troops already due for regeneration, while Werewolves and Trolls resist its corpse effect. Spell defenses, reflection and targeting still matter.

Kingdom economy and turns

  • Upkeep now reflects troop quality, equipment and housing more closely. Barracks help support an army, while serious gold shortages can lead to desertion and the loss of buildings or equipment.
  • Population recovery responds to housing, morale and food, and newborns need food immediately. Mana growth slows as reserves fill, while housed Mages add to income.
  • Automatic training follows the quality of your people and the capacity of your training buildings. Manufacturing prices and several growth limits were rebalanced so long-term development requires clearer tradeoffs.

Dark Ritual, spying and spell reports

  • Dark Ritual now makes a meaningful sacrifice of available civilians or workers for mana and Skeletons, subject to defenses and limits. Skeleton strength, the land-based cap and decay after owner turns are defined consistently.
  • Spy reports give bounded estimates rather than exact hidden enemy numbers. Loot chances account for target size, and saved intelligence can suggest a Thief force without promising success.
  • Spell reports and History distinguish a cast from later effects, and show when a spell was blocked, reflected, limited or expired. Resource and troop results are based on what actually settled.

Race Specials across the roster

  • All 18 races had their Special paths reviewed. Selected research milestones, rewards and durations were rebalanced while existing earned research progress was preserved.
  • New or expanded combat choices include Centaur Precision Volley, Minotaur Bull Rush, Troll Sub-Sonic Rumble and Reactive Mutation, Wood Elf Forest Ambush, Werewolf Moonfang and Dwarf Runic Armor.
  • High Elves gain Arcane Workforce and Arcane Battlemages; Dwarves gain Deep Foundations; Sprites gain Conjured Armaments; Wood Elf Rangers have a fuller progression.
  • Halflings gain Sellsword Company and Inside Job, Leprechauns gain Pot o’ Plenty, and Wayfinding can improve food searches. Special cards show clearer requirements, costs and effects.

Planning, History and feedback

  • Staffing, Marketplace, Construction, Research, quests, War Council and spell casting have clearer plans and action details, including more compact phone layouts.
  • Battle, spell and turn History make the actual result easier to inspect, including ongoing spell effects and links between a cast and its later outcome.
  • Kingdom announcements and feedback outcomes are easier to review. Completed feedback only sends an in-game update when an administrator chooses to send it.
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Clearer research, staffing History and mobile controls

See what your research can achieve, review staffing plans more easily, and manage your kingdom with smoother controls on phones.

Research and staffing

  • Research screens show next-turn study gains and clearer order totals. New guidance explains when you need housed Scholars or Mages, including when high-level kingdom research needs more Scholars to advance.
  • Research availability follows each subject's requirements, so eligible magical study remains available with Mages even without Scholars.
  • Staffing History groups roster changes, study and market activity, with a plan summary for resource changes and turns used. Expand individual actions and warnings when you need the detail.

Mobile and interface

  • Chat and feedback panels adjust to the phone keyboard and keep focused editors in view. Status popovers close when you open a workspace panel.
  • Adjust the kingdom header and resource-bar size in account settings. More compact controls and improved spacing make Research, Construction, Marketplace and other kingdom screens easier to use.

Alliances and announcements

  • Alliance banners have clearer artwork and tidier actions, with a show/hide control on mobile. Alliance descriptions sit alongside member announcements.
  • Remove announcements you no longer need from All announcements. Dismissals are remembered for that kingdom.
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Stronger starts, clearer planning and better mobile play

New kingdoms get a larger developed estate, Airships gain independent research, and everyday kingdom management is easier to plan and use on phones.

Kingdoms and exploration

  • New kingdoms begin with 200 developed land, 150,000 gold and 80,000 food. Starting buildings and troops are tailored to each race; existing kingdoms keep their resources.
  • Unknown discoveries now scale with Ranger capability, Wayfinding and racial research, with clearer odds and land-windfall results.

Research and planning

  • Airships now have their own Equipment research. Existing kingdoms inherit their current War Machine research as the starting Airship level; already-built equipment keeps its quality.
  • Save and reuse Construction Plans, compare planned buildings and review an order before submitting it.
  • Staffing plans use clearer percentage targets and training controls, with improved capacity and gold estimates. Research orders require an explicit number of turns.

History and the War Council

  • Choose your display timezone and History preferences, with clearer grouped spell, artifact and combat results. Direct roster adjustments no longer clutter History; their command receipts remain available.
  • War Council target selection, friendly slot inspection and spell controls are easier to navigate. Retaliation targets are selected automatically when available.

Mobile, artwork and chat

  • Compact controls, larger mobile page menus and improved numeric inputs make Research, Recruitment, Equipment, Specials and kingdom management easier to use on phones.
  • New and revised artwork accompanies Equipment, Research, exploration and warfare screens.
  • Chat better preserves drafts and reading position while you move around the game.

Reliability

  • Kingdom screens refresh more selectively, with faster and more efficient History, Marketplace and staffing reads.
  • Rankings and History filtering fixes improve consistency. This public release-notes page will keep the latest changes easy to find.
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