New Clan War Templates

As voted on by the community, we have two new templates being added to clan wars. Those two new templates are Strategic Greece and Volcano Island!

These will be added to the clan wars rotation immediately,

The highest-voted template was French Brawl, which was the last popular template that’s already included in clan wars, but as a result of its votes landing it in the top 3, it means it won’t be removed and will remain.

Clan wars players were polled and allowed to rank ten templates in the order they most desired them. 335 players responded to the poll, 98 clicked the “I don’t care” option, leaving 237 ballots.

Instant Runoff Voting Results

We then used an instant-runoff voting method to ensure everyone’s votes were counted. Here is the results of the instant-runoff voting algorithm:

10 candidates: Kabix, Biomes, Landria, Europe3v3, FrenchBrawl, VolcanoIsland, FoglessFighting, StrategicGreece, AseridithIslands, MacedoniaNoSplit
Number of remaining votes for each template: FrenchBrawl = 55 Kabix = 33 Europe3v3 = 28 Biomes = 28 StrategicGreece = 22 VolcanoIsland = 18 Landria = 17 AseridithIslands = 14 MacedoniaNoSplit = 14 FoglessFighting = 8
FoglessFighting is eliminated. Re-distributing its votes
Number of remaining votes for each template: FrenchBrawl = 56 Kabix = 34 Europe3v3 = 28 Biomes = 28 StrategicGreece = 23 VolcanoIsland = 21 Landria = 17 AseridithIslands = 15 MacedoniaNoSplit = 15
AseridithIslands is eliminated. Re-distributing its votes
Number of remaining votes for each template: FrenchBrawl = 56 Biomes = 35 Kabix = 34 Europe3v3 = 28 StrategicGreece = 27 VolcanoIsland = 23 Landria = 18 MacedoniaNoSplit = 16
MacedoniaNoSplit is eliminated. Re-distributing its votes
Number of remaining votes for each template: FrenchBrawl = 57 Kabix = 36 Biomes = 36 Europe3v3 = 30 StrategicGreece = 30 VolcanoIsland = 27 Landria = 21
Landria is eliminated. Re-distributing its votes
Number of remaining votes for each template: FrenchBrawl = 60 Biomes = 42 Kabix = 37 Europe3v3 = 33 StrategicGreece = 33 VolcanoIsland = 32
VolcanoIsland is eliminated. Re-distributing its votes
Number of remaining votes for each template: FrenchBrawl = 70 Biomes = 49 Kabix = 42 StrategicGreece = 41 Europe3v3 = 35
Europe3v3 is eliminated. Re-distributing its votes
Number of remaining votes for each template: FrenchBrawl = 79 Biomes = 59 Kabix = 54 StrategicGreece = 45
StrategicGreece is eliminated. Re-distributing its votes
Number of remaining votes for each template: FrenchBrawl = 105 Biomes = 70 Kabix = 62
Kabix is eliminated. Re-distributing its votes
Number of remaining votes for each template: FrenchBrawl = 140 Biomes = 97
FrenchBrawl won!
Number of remaining votes for each template: Kabix = 37 Biomes = 37 Europe3v3 = 34 StrategicGreece = 29 VolcanoIsland = 25 Landria = 23 AseridithIslands = 20 MacedoniaNoSplit = 17 FoglessFighting = 15
FoglessFighting is eliminated. Re-distributing its votes
Number of remaining votes for each template: Kabix = 39 Biomes = 39 Europe3v3 = 34 StrategicGreece = 34 VolcanoIsland = 28 Landria = 23 AseridithIslands = 21 MacedoniaNoSplit = 19
MacedoniaNoSplit is eliminated. Re-distributing its votes
Number of remaining votes for each template: Kabix = 42 Biomes = 41 StrategicGreece = 38 Europe3v3 = 36 VolcanoIsland = 33 Landria = 25 AseridithIslands = 22
AseridithIslands is eliminated. Re-distributing its votes
Number of remaining votes for each template: Biomes = 51 Kabix = 43 StrategicGreece = 43 VolcanoIsland = 36 Europe3v3 = 36 Landria = 28
Landria is eliminated. Re-distributing its votes
Number of remaining votes for each template: Biomes = 61 StrategicGreece = 47 Kabix = 45 VolcanoIsland = 44 Europe3v3 = 40
Europe3v3 is eliminated. Re-distributing its votes
Number of remaining votes for each template: Biomes = 72 Kabix = 59 StrategicGreece = 58 VolcanoIsland = 48
VolcanoIsland is eliminated. Re-distributing its votes
Number of remaining votes for each template: Biomes = 94 StrategicGreece = 77 Kabix = 66
Kabix is eliminated. Re-distributing its votes
Number of remaining votes for each template: StrategicGreece = 119 Biomes = 118
StrategicGreece won!
Number of remaining votes for each template: Biomes = 42 Kabix = 40 Europe3v3 = 37 VolcanoIsland = 34 Landria = 26 AseridithIslands = 22 MacedoniaNoSplit = 20 FoglessFighting = 16
FoglessFighting is eliminated. Re-distributing its votes
Number of remaining votes for each template: Biomes = 44 Kabix = 42 VolcanoIsland = 39 Europe3v3 = 37 Landria = 28 MacedoniaNoSplit = 24 AseridithIslands = 23
AseridithIslands is eliminated. Re-distributing its votes
Number of remaining votes for each template: Biomes = 55 VolcanoIsland = 44 Kabix = 44 Europe3v3 = 37 Landria = 31 MacedoniaNoSplit = 26
MacedoniaNoSplit is eliminated. Re-distributing its votes
Number of remaining votes for each template: Biomes = 59 VolcanoIsland = 55 Kabix = 47 Europe3v3 = 39 Landria = 37
Landria is eliminated. Re-distributing its votes
Number of remaining votes for each template: Biomes = 73 VolcanoIsland = 69 Kabix = 50 Europe3v3 = 45
Europe3v3 is eliminated. Re-distributing its votes
Number of remaining votes for each template: Biomes = 89 VolcanoIsland = 80 Kabix = 68
Kabix is eliminated. Re-distributing its votes
Number of remaining votes for each template: VolcanoIsland = 123 Biomes = 114
VolcanoIsland won!
Final winners: FrenchBrawl, StrategicGreece, VolcanoIsland

Clan Vote Counts

Here’s how many people from each clan voted: Harmony = 29, Myth Busters = 22, Optimum = 20, The Last Alliance = 19, Prime = 18, Danger Close = 9, After_Dark = 9, {101st} = 9, Icelandic Turtles = 8, HAWKS = 8, Huns = 7, [V.I.W] Very Important Weirdos = 6, Polish Eagles = 5, M’Hunters = 5, knyte club = 5, Ving = 4, MASTER Clan = 4, Undisputed = 4, KILL ‘EM ALL = 4, Cats = 3, Clan Italia = 3, Partisans = 3, SPARTA = 2, Nestlings = 2, Lions = 2, Flunky Fizzers = 2, Roman Wolves = 1, Varangian Guard = 1, The sleepers = 1, Elephants = 1, OG = 1, CORP = 1, ZUGZWANG = 1, [Blitz] = 1, 7th Heaven = 1, Vikinger = 1, Red Rum = 1, Union of Soviet Socialist Republics = 1, KingKong = 1, Road to Harmony = 1, German Warlords = 1, Lu Fredd = 1, Brothers in Arms = 1, Orcas = 1, Fifth Column Confederation = 1, The Poon Squad = 1, The Connoisseurs = 1, Celtica = 1

Update 5.30.1: Small Update

Warzone has just been updated to version 5.30.1! This update fixes a few bugs and makes other minor improvements to the game. This blog post describes what’s changed.

The update is live now on the website. The iOS, Android, and Standalone apps will skip this update and receive these features in the next update.

Changes

  • All: Clan pages now only show the best clan war ranks instead of showing every season.
  • All: Profile pages now show the name of the country flag.
  • All: Resolved feature requests now announce in global chat.
  • All: Fixed clicking “View” on a discussion item taking you to the last page. If you’re viewing a forum post or feature request, it makes more logical sense to take you to the first page so you can see the initial post and have context on what it’s about.
  • All: Fixed clan wars not awarding you a reward that was earned by your clan before you were a contributor.
  • All: Fixed a bug on the common games page where team games versus AI would show the teams incorrectly.
  • All: Fixed “Deleted has deleted their account” clan message.
  • Idle: The auto artifact swapper now swaps in army camp boost artifacts when drafting.
  • Idle: The auto artifact swapper no longer swaps in hospital-related artifacts when you have no hospitals.
  • Idle: Fixed a bug that could make the Dig Sites button not appear when loading your level after switching devices.
  • Idle: Fixed a bug with idle battles caused by switching devices during a battle.
  • Website: Added support for panning the map with touchscreens.
  • Website: Fixed a bug that could make tapping territories with a touchscreen unreliable.
  • Website: Fixed a bug in 3d mode with touchscreens that could make the map not respond after interacting with UI.
  • Website: Fixed a bug that could cause an error when players used certain extended unicode characters as part of their name.
  • Website: Fixed loading a server saved game while signed out causing a reload loop.
  • Website: Fixed the back button on a feature request page going to home page instead of forum page.
  • Classic: Fixed airlift army number not changing its color if you changed a player’s color while looking at an airlift order.
  • Classic: Fixed a bug that could cause an error if you insert too large a value into the time-to-get-booted field.
  • Classic: Fixed mods allowing creating neutral special units.
  • Unity: Fixed idle’s “tap again to open level” message being present when no levels are present in some cases.
  • Android: Fixed notifications requiring two taps to open.
  • API: The CreateGame API now allows inviting AI players to games.

Update 5.30: Clan Wars refresh

Warzone has just been updated to version 5.30.0! This update brings the biggest refresh to Clan Wars since its launch! These changes are now going live with Season 56, which will begin at midnight GMT. This blog post describes what’s changed.

The update is live now on the website and standalone clients. The update will go live on Android and iOS in the coming weeks.

Please Suggest new Clan War Templates

Soon, we’ll hold a poll to see what templates players would like to see added to Clan Wars. If you’d like to suggest a template to be included on the poll, please post it in this thread.

As part of this 5.30 update, Warzone now supports a ranked-choice polling system, so once the official poll is created players will be able to rank the templates in the order they most prefer them. Once poll results are in, we’ll use an instant-runoff voting style to choose which templates to add. I’ll create the poll once the iOS and Android apps are released, so that app users can vote too.

New Clan Wars UI

The user interface to clan wars has been simplified and received new features!
– The leading clans are now shown directly on the clan wars main page. You’ll always know who’s winning without having to dig into the map page.
– A new “recent games” button lets you view all the games that happened in clan wars recently, regardless of which clan they belonged to.
– A new “view all timeslots” button lets you view all of the timeslots that went into a season, so you can easily see what templates players are matching for or what templates were available.
– Each clan can easily now be viewed right off the main page, allowing you to see their recent games and list of players without having to dig into the map page.
– All of the new calculations, like win strength (described below), are clearly shown on a clan’s games list for each day’s worth of games.

Matchmaking Change

The algorithm that Warzone uses to match players within a timeslot is improving. Previously, Warzone used a top-down matchmaking system which would always match the clans with the highest war rating first. Now, Warzone will start by matching clans with the most players queued to that timeslot first, and match them to the clan with the closest rated opponent available.

Based on my experiments, this decreases the likelihood that players will end up without a game by about 20%. Further, the match quality improved slightly, making this algorithm a solid improvement.

Thanks to Doctor K for suggesting this new algorithm, and to FiveSmith for helping me find a bug in my experiments.

Clan Size Increases to 50

All clans that were previously limited to 40 players can now hold up to 50 players! This also applies to new clans created from this point forward. Any clan seeking new players can use the Open Clans feature to bring themselves up to 50 if they’d like to.

Removed Clan Wars Cap

Prior to this update, clans were limited to a 40-player roster for each clan war season. This cap is gone, and now any clanned player can always participate in a clan war game every day.

End-of-day Processing

At midnight GMT, clan wars processes the previous day’s worth of games. During this end-of-day processing, several things happen:
– Rewards are given out, based on the number of wins each clan got. See the rewards screen for details.
– Each clan’s win strength is calculated (see below)
– Each clan’s points are calculated. Points = number of wins * win strength
– Territories on the clan war map are awarded based on the number of points scored
– If all territories on the map are conquered, the season ends and a new season begins

You’ll be able to see which day each clan war game finished in, as the new UI shows off in a clan’s games where the day ended with all the details about the calculations that went into that day.

Seasons now always end at midnight

Clan war seasons will now always end at midnight in the GMT timezone. This is important for fairness. Prior to this update, seasons ended immediately when the last territory was given out on the clan war map. This had notable downsides, such as the later timeslots in a day could be a new season, which players could miss out on if they weren’t awake during the hours of that last timeslot. Having the season aligned with the day schedule eliminates this issue.

Win Strength

Prior to this update, clans who were competing for maximum clan war wins were encouraged to get 40 players playing every day. Some clans found this difficult, so to make that easier, that number is now being reduced to 25. Further, since clans aren’t locked into a roster, it doesn’t even have to be the same 25 players each day like before. This drastically increases the flexibility for clans who are competing for the top ranks.

All clans, regardless of size, can earn up to a theoretical 25 points each day.

Here’s how the win strength is calculated for a single day:
For a clan with 25 or fewer players, the win strength will always be 100%, meaning each win will always be worth 1 point.
For a clan with 25-50 players, where 25 or fewer players participate in clan wars in a day, the win strength will always be 100%.
For a clan with 25-50 players, where more than 25 players participate in a day, the win strength will be calculated as: 25 / NumberOfParticipators
For a legacy uncapped clan with more than 50 players, where (ClanSize – 25) or fewer players participate in a day, win strength is calculated as 25 / (ClanSize – 25). This means that they want (ClanSize – 25) players in their clan to compete to achieve the maximum daily score of 25.

(Note: Just like prior to this update, a “win” in a 2v2 template is actually two wins, since two players won a game that day, but I’m leaving that part out of the above calculations for simplicity)

Estimated points

The official win strength of each clan won’t be known until the end-of-day processing. However, to help show more accurate rankings, the clan wars ranking page will estimate the current day’s win strength and points and add these points into their displayed total. This prevents having to wait until the end of the day to see where your clan stands.

Clicking into a clan’s page will make it clear how many points its showing are real and how many are part of the estimate.

In-season rewards

Previously, rewards were earned mid-season based on the number of territories you conquered on the clan war map. Now, mid-season rewards are earned simply by the number of wins your clan achieves. This makes it easier to understand, and also ensures you can still earn rewards even after all territories on the map are awarded to clans near the end of a season.

The rewards now last 3 weeks instead of 2, and also have increased effects.

Make sure to claim your rewards in a timely fashion, as if you don’t claim them, they’ll expire a month after the season ends.

Monday AMA

This Monday, October 28th at 11am PDT, Fizzer will be doing an Ask-Me-Anything session live on twitch! Feel free to drop in and ask any questions you have, or if you can’t make it, you can post your questions to this thread and view the recording containing your answer after it’s over.

Other Changes

  • Classic: Removed the export-to-youtube-is-new balloon.
  • Classic: Fixed a bug when watching deploys/attacks that could cause them to appear at the wrong scale for 1 frame in some circumstances.

Clan Wars Season 56

As previously announced, Clan Wars is getting a refresh! This refresh will go live with the next season of Clan Wars, season 56. This blog post describes how the refresh will go live, and important information that clan wars players need to know for the transition.

Claim your Rewards ASAP

EDIT: Disregard this section. I found a way to keep old clan rewards claimable.

It’s important that all players claim their in-season rewards before the next Warzone update goes live. After the next update, in-season rewards earned prior to the update will not be claimable anymore. If you claim an in-season reward before the update, it will still apply for its full two weeks even after updating, so just be sure to click the claim button before Season 55 ends or immediately after it ends.

The reason for this is due to a change in the way that in-season rewards are tracked. Today, rewards are tied to a specific territory earned on the clan war map, but starting with season 56, in-season rewards will instead be given out based on the number of wins that the clan members get during the season. Because of this, they’re tracked differently in the database, and therefore old rewards won’t be carried forward into the new rewards.

This doesn’t apply to end-of-season rewards, which will remain claimable even after the update. So you don’t have to worry about those.

Season 55 is shortened

To help expediate the arrival of the new clan wars system, clan wars season 55 will require fewer wins per territory awarded on the map. Since the season ends when the map fills up, giving out territories faster will help the season end more quickly. This is a temporary change just for 55, and we’ll revert back to the normal pace for season 56.

Short break between seasons

Season 56 is planned to begin at midnight GMT, hopefully the day following the end of season 55. Because of this, there may be a period between seasons where no timeslots will be created. Just be aware that, if you don’t see a timeslot where you expect one, it’s only temporary. Once season 56 starts, all timeslots will be created on the same schedule as they are today.

That’s all!

Once the new update goes live, there will be a blog post describing all the details about everything that changed. I hope you’re as excited as I am — see you on the battlefield!

Update 5.29: Voted features & Upcoming Clan Changes

Warzone has just been updated to version 5.29.0! This update adds a bunch of features that were voted on by the community in the new Features Request Forum. This blog post describes what’s changed, and also previews upcoming changes to clans.

This update is live now on the website and standalone apps. The update will come to the Android and iOS apps in the coming weeks.

Voted Features

Recently, Warzone added the new Feature Requests Forum where players can request Warzone features and vote on features requested by others.

Today’s update implements several of your suggestions, such as new premium colors, compensation for idle battles not starting, searching your templates when making tournaments, re-advertising open seats in open games, achievements for defeating players by country, and more! See the change log below to see a full list of changes. All of these features would not have been implemented if it wasn’t for your votes on the Feature Requests Forum, so thank you to everyone who voted, and keep the votes coming!

Upcoming Clan Changes

In a future update, clans and clan wars will receive their first major update since they launched. This update is designed to increase fairness in the competition, be easier to use, and increase the number of players who participate.

– Clan size limit will be increased from 40 to 50.
– Clan wars no longer limits clans to 40 players per season. There is no longer any limit, and any clanned player can participate in one clan war game per day if they choose to. The nickname of this update is “Clan Wars is for Everyone”
– Instead of tracking wins, clan wars will track clan war points, where one win is usually worth one clan war point, but there are some cases where a win might be worth less (see below).
– The maximum number of points that a clan can earn in one day is now 25, down from 40 which is what is possible today. This means, for a clan of 50 or fewer people, you only need 25 people in your clan participating every day to be eligible for the full 25 points (each win is 1 point). This will help more clans be competitive and ease the restrictions on forcing everyone to play every day. For example, if your clan has 30 members, then 5 people are “reserve seats” — they can sit out without harming the team. Best of all, it doesn’t need to be the same 5 every day, so you aren’t locked into a roster like before. This will make it much easier for more clans to compete.
– The maximum number of reserve seats is 25, and points-per-win will be reduced if more people play in a single day. This exists to help bigger clans and smaller clans compete on a fair playing field. For example, if your clan has 50 people and they all play Clan Wars in the same day, then each win is worth 0.5 points, since 25 divided by 50 is 0.5. This means there’s no penalty for having people play, but there’s no benefit either as it just reduces the win strength. If your clan has 75 people and 50 people play in a day, each win is worth also 0.5 points, since you have twice as many players participating as a smaller clan. If your clan has 40 people and they all play in a day, then each win is worth 0.625 points (25/40).
– Clan war seasons will always roll over at midnight GMT. This fixes an issue where, if a clan war season ended in the middle of the day, players in some time zones would be disadvantaged as they could miss the first day of the next season or the last day of the previous season.
– The clan war UI will be updated and overhauled to be easier to use, understand, and explain the new points system in detail.

More details about this will be forthcoming.

Full Change Log

– All: Added new premium colors available for purchase: Goldenrod, Cinnamon, Mahogany, and Rain Forest.
– All: Added links to the features you’ve voted on to profile pages.
– All: Added the option for map designers to exclude some bonuses from assigning territories their bonus color.
– All: When a territory has multiple bonuses assigned with colors, it now picks the bonus with the fewest territories for its stroke color instead of picking one arbitrarily.
– All: Added explanation for clan icon in the player popup, along with a link to the clan by clicking the icon.
– All: When a new mod goes live, it’s now announced in the global chat room.
– Unity: Forums now display the last poster and last post date on the right if the screen is wide enough to fit it.
– Unity: Refactored the way Idle integrates with the main Warzone app. It’s now a tab on the main menu. Removed the option to start up directly in Idle — instead, the app will always start on the main menu and idle can be selected in the lower right corner. Double-tap this tab to launch straight into your most recent level.
– Classic: When an open game expires, the blue box on the lobby now contains a “renew open seats” button for the game creator that will re-list the game on the Open Games tab.
– Classic: Added achievements for defeating a player from different countries or US states.
– Classic: When creating a tournament, you can now filter on templates by typing in their name.
– Classic: Custom scenario games with manual distribution now properly set armies on territories not picked to the value in the custom scenario.
– Classic: Opening a game from the open-games page that just started will now give you a message telling you that the game started without you, instead of leaving players on a fogged map.
– Classic: Cleaned up clock hover dialog so it lines up into columns and looks less messy in big games.
– Classic: Updated quickmatch tutorial to be more clear for new players.
– Classic: Added a balloon to promote the updated Export To YouTube feature. It will only appear once per device.
– Classic: Fixed a bug that could cause an error when clicking history’s “perspective” button when viewing a game from which you were removed by the host.
– Website: Fixed wrapping text on tournament forward invites page.
– Website: Fixed a bug that caused an error if a non-member kept checking the boxes of member-only mods when making a game.
– Idle: If you’re waiting for a battle to start and it doesn’t get enough players to start, you’ll now be awarded 10 battle points as a consolation prize for helping to try and start the battle.
– Idle: Empty mercenary camps are now hidden from the list when loading a level.
– Idle: Battles and challenges are now accessed by buttons on the path instead of tabs.
– Idle: Fixed the auto artifact swapper trying to swap out some artifacts as you’re activating them.

Fizzer AMA on Friday

This Friday, August 23rd at 11am PDT, Fizzer will be doing an Ask-Me-Anything session live on twitch! Feel free to drop in and ask any questions you have, or if you can’t make it, you can post your questions to this thread and view the recording containing your answer after it’s over.

Update 5.28: New video generator

Warzone has just been updated to version 5.28.0! This update completely overhauls the video-generator.

This update is live now on the website and standalone clients. iOS and Android will skip this update and receive the next version, but they can use the new video generator immediately since it’s generated by the website.

New Video Generator

When you finish a multi-player game, Warzone has a “Export to YouTube” button. This button turns your game into a video and uploads it to YouTube.

Prior to this update, the videos that were generated were not very good. The old one simply rendered each turn of your game into an image and then assembled those images into a video.

Now with this update, the videos are fully rendered out in the game engine itself, showing every attack in its gory detail!

Here’s examples of what a new rendered videos can look like:

https://www.youtube.com/watch?v=OhMb6XbzS2Y
https://www.youtube.com/watch?v=f-Sgeeyd0f8

As you can see, the videos now show the attacks, army numbers, army graph, maps in 3d, and also give the creator options to put text on top of the video, or even add spoken text.

To make it even better, the videos are made much faster to create — the videos above would have taken several minutes before, but instead they were each made in about 30 seconds!

You can render any finished multi-player game, completely for free. Give it a try and let me know what you think!

Other Changes

– Classic: When levelling up gives you a new feature request vote, the level up dialog now tells you this.
– Classic: Fixed templates that contain deleted mods.
– Website: Fixed in-line images in feature request forum.
– Website: Fixed enter keypresses inserting newlines in addition to submitting chat messages.
– Website: Fixed defender kill-boxes appearing under the terrain in some 3d maps.
– All: Fixed clan war cache size.
– All: Fixed android push notifications.
– Idle: Idle Battles starting now notifies global chat.
– Unity: Fixed tournament names on multi-player tab.

Update 5.27: Feature Request Forum

Warzone has just been updated to version 5.27.0! This blog post details everything that changed in this update. This update adds the Feature Request Forum, a new place to request features from Warzone!

This update is live now on the website, and will go live on the standalone apps, Android, and iOS in the coming week or two.

Feature Request Forum

Warzone now has a built-in method for players to request new features! By making a post on this new forum, you’re officially requesting that Warzone add your feature to the game. This can be anything from a major new feature to a small tweak. This is your way to influence what features Fizzer, the game’s creator, works on.

Players can also vote on features you’d most like to see implemented. Players have votes based on their level, with votes unlocking at level 5, 10, 20, 30, 40, 50, 60, 62, 64, 66, and a bonus vote for members. You can place up to three votes for any one idea. Votes you cast are tied to your Warzone account and are public, so you can always see who voted on each individual feature request.

This forum is designed to replace the UserVoice site that’s been in place for many years. If you have votes in an item on UserVoice you still care about, you should create it on the Features Request Forum and vote on it there.

See the wiki for more details.

Fizzer AMA on Tuesday

Fizzer, the creator of Warzone, will be doing a livestream on twitch on Tuesday, July 9th! Feel free to pop in and ask any questions you may have, or hang out and learn more about the updates and future plans for Warzone. You can view it at twitch.tv/FizzerWL. It will begin at 11am. Use this link to see the time in your timezone or a countdown.

Other Changes

– All: The previously experimental Combined Player Strings feature is now the default. Also added some space between items when using it.
– Website: When on UJS pages, the browser’s “back” button now properly takes you back to the previous UJS page. Note that the browser’s “forward” button is still not supported in UJS pages.
– Website: On the experimental settings page, added a “keep alive” option that plays a blank wav file on loop whenever a game or socket is open, to prevent browsers from deactivating the tab.
– Website: When in 3d mode, things look less fuzzy and more crisp.
– Website: When in 3d mode, fixed seams that appeared in the background of some map textures.
– Website: The clan wars seasons list are now link-enabled so you can open them in new tabs.
– Website: The magnifying lenses next to player names, such as on a clan page, are now link-enabled so you can open them on new tabs.
– Website: When pressing the enter button on a input field, such as the attack/transfer dialog, it now responds on keyup instead of keydown. This fixes a bug where if you changed your armies immediately before pressing enter, it may not register the army change.
– Website: Fixed a bug that made account-less single-player classic progress not migrate to new account upon creation.
– Unity: Downvoted forum threads are now visible at the bottom, similar to how the website has always worked.
– Classic: Fixed the “AI” icon next to a player name getting stuck in the wrong state.
– Idle: Added a “Sync” button when playing idle on the website, located under your name in the upper right corner.
– Idle: Adjusted values of the active artifacts Discount Mine, Discount Army Camp, and Discount Hospital so that the high end values don’t go over 100% and therefore have meaning.
– Idle: Fixed the artifact swapper swapping in upgrading artifacts.
– Idle: Fixed the artifact swapper not swapping in discount army camps when upgrading super camp.
– Idle: Fixed hospitals showing infinity time to upgrade when reward reduces hospital upgrade time to zero while they’re already upgrading.

Update 5.26.1: Auto artifact swapper, and more

Warzone has just been updated to version 5.26.1! This blog post describes what’s changed.

This update is live now on the website and standalone clients. The Android and iOS apps will receive this update in the coming week or two.

Auto Artifact Swapper


Warzone Idle has a new feature called the Automatic Artifact Swapper. This will automatically equip any passive artifacts you own to maximize the effect of every action you take.

For example, every time you click the button to upgrade an army camp, the Auto Artifact Swapper will automatically equip your best Army Camp Discount artifact so your purchase is discounted. Every time you try to conquer a territory, the swapper will automatically equip your best Hospital Boost artifact to maximize the effect of your hospitals.

This is designed to fix what I consider the most tedious part of playing Warzone Idle: Constantly having to swap artifacts to maximize their benefit. With the Auto Artifact Swapper, you get the benefit of your passive artifacts without having to ever manually equip them.

The Auto Artifact Swapper is available for purchase on the artifacts tab.

Filtered Games

It’s now possible to view a list of the games that you don’t qualify to join due to open seat prerequisites.

Game creators can define prerequisites on their games that players must satisfy to join, such as getting booted less than 5% of the time or being at least level 20. Prior to this update, players who didn’t satisfy the requirements would never see the game on their open games list, and have no way of knowing they were missing out on games.

Now, if you’re missing any games, there will be a button on the open games page that tells you how many games you’re missing out on. Clicking the button will show you all of the games, along with a summary of how many games are being filtered due to level, boot rate, membership, etc.

This is useful to help players understand the full scope of the open games list. Sometimes people who are a very low level or have a very high boot rate would see very few games on the list and assume that nobody was playing Warzone anymore. When in fact the truth was that simply nobody wanted to play with them.

Website buttons now work like a link

Some portions of the Warzone.com website are powered by a technology named UJS. In UJS pages, some of the buttons now work like a browser link, in that you can do things like right+click and select “open in a new tab” or “copy url”. For example, when browsing ladder games, you can open each game in a new tab instead whereas before only a normal left-click would work at all. This should be helpful in making the website work more like players expect.

Fizzer AMA on Monday

Fizzer, the creator of Warzone, will be doing a livestream on twitch on Monday, June 17th! Feel free to pop in and ask any questions you may have, or hang out and learn more about the updates and future plans for Warzone. You can view it at twitch.tv/FizzerWL. It will begin at 11am. Use this link to see the time in your timezone or a countdown.

Other Changes

– Website: Added a checkbox to enable the new experimental rendering target, babylonjs, at https://www.warzone.com/ChangeExperimentalSettings
– Website: Fixed inspector arrows sometimes getting stuck on screen.
– Website: Fixed tutorial balloon positions being slightly off.
– All: Deleted accounts that were in a clan now announce the deletion to the clan chat.
– All: Revised the way that the game displays player names and icons. For now, this has to be enabled at https://www.warzone.com/ChangeExperimentalSettings
– Classic: Cleaned up the players summary panel to allow names to fit better and be more clear. Also added an explanation for each icon into the player popup.
– Classic: When creating a multi-player game, if you load a template that’s not yours that’s all open seats (such as a quickmatch template), one of the open seats will be replaced with yourself for convenience.
– Classic: When creating a single-player game, if you load a multi-player template that’s all open seats (such as a quickmatch template), it now sets up the players correctly instead of being all AIs.
– Classic: When publishing a community level, the “try again” button no longer removes the publishing state.
– Classic: Optimized the speed of loading multi-player games.
– Classic: Added an explanation of how basic attacks work to the Analyze Attack dialog.
– Classic: Fixed the display of the Analyze Attack dialogs on very small screens.
– Classic: Fixed duplicate “Searching for opponents” text when waiting for a quickmatch game.
– Classic: Fixed the coin prize label at the top of a game’s page to ensure it doesn’t get truncated.
– Classic: Fixed single-player custom games not knowing your map rating.
– Classic: Fixed “standing not present” error.
– Idle: Fixed main menu thumbnails taking time to load. They’re now included in the app so they load instantly.
– Mods: Added the ability to set each player’s gold in the Server_StartGame hook.
– Mods: Fixed a bug with airlifting special units that are set to always visible.
– Mods: Fixed a bug in Unity’s Lua processing code that could make it fail to throw an error on invalid lua code missing an “end”
– Unity: Updated Unity version to 2022.3.33f1
– Unity: When viewing a forum thread, the forum name is now displayed at the top.

Update 5.26: Preview of new rendering engine

Warzone has just been updated to version 5.26.0! This blog post describes what’s changed.

This update is live now on the website and standalone clients. The Android and iOS apps will skip this update and receive update 5.26.1 when it’s available.

Sneak Preview of New Rendering Engine

Warzone can now be played in a new rendering engine on the website, babylonjs! To try out the preview, add &3d=true to the end of your querystring in your browser.

Here’s what it looks like:

This feature mirrors the 3D maps functionality familiar to iOS and Android users.

Though currently in preview mode and requiring manual querystring adjustment, this new rendering engine is a glimpse into the future. Since it’s new, I expect there to be bugs and issues, so if you try it I’d appreciate you letting me know what your experience was like!

Why support a new rendering engine?

  1. Unified Code

    Previously, Warzone operated on two separate rendering engines — one for Unity, supporting both 2D and 3D, and another HTML-based engine exclusive to the website, limited to 2D. Now, the Warzone codebase is unified, with one set of rendering code that can be run either in Unity, Babylonjs, or even in other rendering engines if we decide to add a new one in the future. This isn’t a “port”, this is the exact same code running in two different engines. Unifying these into a singular codebase streamlines feature additions and bug fixes, reducing redundancy and testing overhead.

    Supporting a new rendering engine was a big change for Warzone, as lots of parts of the game had to be re-written or abstracted out so that they weren’t directly tied to the Unity APIs. This work will pay off big in the future, as it allows Warzone to be more flexible and give more options for the players. Now that the bulk of this work is done, expect to get more regular Warzone updates again for the foreseeable future.

  2. 3d support for the website

    With this update, Warzone’s website users can now enjoy 3D maps, aligning their experience with that of mobile players. This gives the game a more modern look and feel. Map designers have had the option to include height/depth to their maps, as well as textures for the territories, but until now players playing on the website never got to see it. Consistency across platforms has always been one of Warzone’s core goals, ensuring seamless transitions between devices without sacrificing gameplay familiarity.

  3. Mobile access through browser

    Today, if you’re on iOS or Android and you want to play a Warzone game, you must install the Warzone app. Eventually, this rendering target will enable players to play a Warzone game directly in their browser on a mobile device, without ever installing any apps.

    I know there are some people out there for which this is really important, since I hear from people trying to use the website to play games using their mobile device. Maybe they don’t like installing apps, maybe they don’t have permission on the device to install apps, or maybe they just want to try the game without the commitment of an app install. For whatever reason, I want Warzone to be as accessible as possible. Therefore, in a future update, we will eventually make the game playable directly in the browser of mobile devices. This is made possible by this new rendering engine, which runs the full iOS/Android app code but in the browser.

  4. Support for new engines in the future

    As noted above, this abstraction allows Warzone to support new rendering engines in the future much more easily. This means if we want to add support for another rendering engine, or even move away from Unity on iOS/Android, we can do that. The goal is to provide the best possible experience for the user, so if we can find an engine that provides a better experience than Unity, I’d be interested in exploring that. It’s a very good thing to not be tied to a single platform.

Other Changes in this update

– Website: Fixed a bug where the attack/transfer dialog would close when enter was pressed even if the input box didn’t have focus.
– Website: Fixed a bug that made arrow keys not work properly when a text box has focus.
– Website: Fixed a bug that made the delete key not work properly when a text box has focus.
– Website: Fixed a bug on input boxes that allowed the enter key to insert a newline when they were supposed to only contain a single line.
– Website: Fixed placeholder text on mod input fields.
– Website: Fixed incompatibility with the “Disable Scroll Jacking” Chrome extension.
– Website: Fixed a bug with map SVG processing that could, in rare cases, make some objects appear wrong when a gradient was used in another object.
– Idle: If you try to sacrifice an artifact that’s currently being upgraded, the game now asks for confirmation that you’re sure you really want to do that.
– Idle: The draft indicator now waits a couple seconds before showing when first opening an idle level. This helps ensure it appears in the correct position and isn’t underneath the idle time dialog.
– Idle: Markets now show their name in the inspection panel.
– Idle: After clicking the draft icon, the draft label now stays above the territory instead of being in a fixed location on the screen.
– Idle: Fixed AP resets not granting super ascention starting AP.
– Idle: Fixed a bug that caused an error if mine or hospital discounts caused price to go negative.
– Idle: Fixed a bug that could cause an error when using Update All along with auto dig.
– Idle: Fixed a bug that could cause an error if you activated an artifact after swapping it out of the active artifacts area.
– Classic: When changing the map of a template set to Full Distributon, Random Warlords, or Random Cities, the distribution mode will no longer be reset to the map’s default distribution mode.
– Classic: Incomplete cards now have a small border to show their outline.
– Classic: Tournament setting pages now say “players per game” instead of “teams per game” in non-team tournaments.
– Classic: When ordering your commander into a large force, the warning message now instructs you that commanders are worth 7 armies to make it easier to understand.
– Classic: The settings panel summary now describes a bit more about what commanders are.
– Classic: Sped up auto-force-join for games with low boot times.
– Classic: Fixed the end-game-window for ladder games to say “When the game ended you were ranked” instead of “You are ranked” when looking at a game that ended more than an hour ago.
– Classic: Fixed a bug that made custom scenario tournaments set to Random Slots not be able to start.
– Classic: Fixed a bug that made the clock use hover instead of popping up a dialog in games with lots of eliminated/surrendered players.
– Classic: Fixed a bug where auto-commit would fail to use orders that wasted a reinforcement card.
– Classic: Fixed a bug in the map designer where checkboxes sometimes wouldn’t reset from their indeterminate state (“-“) when territory selection changes.
– Classic: Fixed what’s visible in a GameOrderEvent based on the game’s fog level. If no-fog, full gold modifications are now always visible. Card modifications are only visible based on the game’s card fog settings.
– Classic: Fixed having tons of turn separator lines in the chat without messages in between them when loading a game with lots of chat.
– Classic: Fixed a bug that caused an error when making a game if you entered a huge number into banked time gain box.
– Classic: Fixed a bug that made a special unit’s health sometimes not update after being attacked.
– Classic: Fixed a bug that made the “rate this map” button appear for testing maps.
– Classic: Fixed a bug that could make the clock hover dialog get stuck open if the game ended while you were hovering over the clock.
– Classic: Fixed a bug with “Finish versus AI” that made your gold in commerce games not start with the correct value.
– All: Deleted accounts are now removed from their clan if they’re in one.
– All: Forum thread watch notifications for clan forum threads are no longer sent to players that are no longer in that clan.
– All: Fixed the clan list so it now shows clans whose accounts sum to less than 1000 lifetime points.
– All: Fixed the clan list so it now shows freshly created clans.
– Unity: When viewing a forum thread or private mail thread, a new button at the top allows you to get the URL of the current discussion for sharing with others.
– Unity: Updated Unity version to 2022.3.25f1
– Unity: Fixed a bug that made arrows on the map not fade out properly.
– Unity: Fixed a bug that allowed voting on expired forum posts.
– Unity: Fixed purchasing areas of the app when no in-app-purchase provider (like Google Play) is available.
– Unity: Fixed multi-line input boxes shrinking text instead of scrolling it, in places such as when sending or replying to mail or forum posts, or reporting a bug.
– Unity: Fixed a visual bug that made the territory glow (highlight) have a small break it it on some objects.
– API: Added mod names to GameFeed API.
– API: ValidateInviteToken now returns all the reasons that a player can’t use a template, not just the first one.
– Mods: Fixed a bug when creating games with the free mod that indicated only members can be invited.
– Mods: Fixed a bug that caused a mod to crash on the website if it nested too many tables.
– Mods: Fixed the behavior of mods that created infinite orders in Server_AdvanceTurn_Order so they crash more gracefully.
– Mods: Fixed a bug that could make a game fail if a mod inserted an invalid player ID for a diplomacy card.

Update 5.25: 3d maps, Quickmatch template unlock setting, signed out games

Warzone has just been updated to version 5.25.0! This blog post describes what’s changed.

This update is live now on the website and standalone clients. The Android and iOS apps will receive this update in the coming week or two.

3d maps on by default

When using the Unity app (Android, iOS, or standalone client), 3d maps will now be on by default for small maps. 3d maps provide a better look and feel for the game.

Large maps (over 300 territories) will still default to 2d maps.

You can always override this behavior in the settings menu, to either be on for all maps or off for all maps.

As part of this change, the maps that are built-in to the iOS and Android apps also changed to be the 3d versions. Built-in maps exist in order to allow playing the game without an internet connection. The maps used by the early single-player levels of Classic or Idle are all built into the app so that they don’t need to be downloaded from the internet.

Quickmatch Template Unlock

Quickmatch now has a new setting that players can configure called “New templates are enabled by default”. This is on by default, but if you elect to turn it off, then anytime you unlock a new quickmatch template it will be disabled by default. You can always control what templates you’re willing to play by going to the Templates page and turning each one on or off (or even control some on for real-time games and others on for multi-day games). This setting just defines whether templates will be default to on or off when you unlock them for the first time. You can unlock new templates up the maximum of 40 by winning games, or new templates can be added into quickmatch based on the community’s voting which also causes them to unlock on your next win if you’ve already unlocked the template it replaced.

This setting is configured on the Quickmatch Templates page. You must have unlocked at least 10 templates in Quickmatch before this new checkbox will appear.

Unauthenticated Multi-Player Game Viewing

Multi-player games can now be viewed without being signed in, which is useful if you want to show off your finished game to a friend who doesn’t have a Warzone account.

This is a feature I’ve been wanting to add to the game since it started, 15 years ago!

A few other pages now also work while signed out, like the multi-player dashboard and the open games page.

Other Changes

– Classic: Ladder games now replenish 3 hours of banked boot time per day.
– Classic: Tweaked ladder rating parameters to make ratings climb slightly faster.
– Classic: Fixed arrows next to players on the ladder.
– Classic: Fixed the #1 ladder idle rewards (coins and custom colors were awarded, but other rewards sometimes weren’t)
– Classic: Fixed ladder/clan war reward conflicts so the best one is used instead of the most recent one.
– Classic: Fixed new chat messages not appearing when spectating a multi-player game.
– Classic: Fixed deleted accounts not being removed from ladders.
– Classic: Fixed typo on ladder page.
– Classic: Fixed custom special units with negative combat orders that absorb damage.
– Classic: Fixed a bug that would break a game if the host didn’t invite themselves initially, but then swapped themselves in along with AIs after all other players had accepted.
– Classic: Fixed allowing spying on neutral multiple times in the same turn.
– Classic: Fixed coin transactions so they explain more detail in where they came from, such as ladder/raffle/clan wars.
– Unity: Updated Unity version to 2021.3.27
– All: The clan war seasons page now shows the most recent season on top.
– Website: Fixed a bug with mods that could make a handler get invoked when not necessary.
– Idle: Fixed mortar loading time saying “1 hour” even if reduced due to a modifier.
– Idle: Fixed the scrollbar in the Recipe Stats dialog so it doesn’t overlap content.