Update 5.20.1: 3d maps for members

Warzone has just been updated to version 5.20.1! This blog post describes what’s changed.

This update is live now on the website at warzone.com, as well as the standalone apps. The iOS/Android apps will receive this update in the coming weeks.

3d Maps Preview for Members

As teased in the YouTube video, Warzone now has a new map rendering engine that allows it to render maps in 3d!

In the previous update, 3d maps were only available to member map makers, but now it’s available to all members and also available to use in the core game! If you’re a member want want to try it out, you can check the “3d maps” box in the settings. This checkbox only appears if you’re a member, and is only available in the Unity app (standalone, iOS, or Android), and of course only appears if you have version 5.20.1 or higher.

Other Changes

– All: The list of players to choose for the destination of private chat is now sorted.
– Unity: Added free camera option to map preview.
– Unity: Fixed hit detection on 3d maps.
– Unity: Fixed 3d map objects with cut-outs sometimes not rendering the cut-outs.
– Unity: Fixed bonus links not appearing for newly added bonuses in the map designer.
– Unity: Fixed the top right menu and game menu from being too small on high-scaled screens.
– Mods: Fixed a bug that caused an error if a mod played a spy card between teammates.
– Website: Fixed not being able to enter negative overridden bonuses.

Update 5.20: 3d maps, Map Designer to the app

Warzone has just been updated to version 5.20.0! This blog post describes what’s changed.

This update is live now on the website at warzone.com, as well as the standalone apps. The iOS/Android apps will not receive this version and instead will get these features when 5.20.1 is released.

3d Maps Preview for Map Designers

As teased in the YouTube video, Warzone now has a new map rendering engine that allows it to render maps in 3d!

In this first preview, 3d maps are only available to member map makers. You can access it in the Standalone Client. In a future update, it will become possible to use 3d maps in the normal game, too, but for now it’s only possible in the map designer.

No special actions will need to be taken by map designers to make their maps 3d, and all maps will support 3d mode. However, there are a few additional features that map makers can apply to make their maps look more stunning in 3d mode, such as heightmaps and textures. Details about these can be found on the Warzone wiki.

Map Designer to the App

The Map Designer, used to make new maps, is now available in the Unity app! Previously, map design was only possible on the website, but now it will be on all platforms which means it will be possible to make maps entirely on iOS/Android!

If map development is enabled on your account (as is done through the wiki), you can find it by clicking the top right button and selecting the new Map Development option.

300 Player Games

Mega Games, the feature that was released in 5.18, has now had its limit increased! That means that Warzone Classic games can now support up to a whopping 300 players! You must be running version 5.20.0 or newer to create the games, but anyone running 5.18.0 or higher can join and play them without any issues.

Other Changes

– Idle: Added settings to disable the popups for unclaimed powers, mortars, arenas, and dig sites.
– Idle: Added Inspire Mercenaries powers to the possible options for daily rewards.
– Idle: Advanced Auto Conquer will now always conquer free territories first before conquering any others.
– Idle: A skip level power will no longer mark the last level as skipped, since there’s nothing after it to unlock so it would be a waste.
– Idle: Fixed auto dig so that it can activate a dig even when the app is closed, up to your max idle limit.
– Idle: Fixed arenas sometimes giving the reward for a different arena than then one you clicked Play on.
– Idle: Fixed territories that were visible through an advancement not counting as visible to some features, such as the Level Stats Dialog and mortar targets.
– Idle: Fixed the modifier breakdown for ore production when ad-watch bonus is active.
– Idle: Fixed assets, such as smelters, not appearing in your list if you conquered them on the last territory of the map.
– Idle: Fixed the “Next victory is worth” number so it subtracts AP cannibalized from a previous aborted attempt at that level.
– Idle: Fixed a bug that made it so you couldn’t join battles if you only had Advanced Auto Conquer and not normal Auto Conquer.
– Idle: Fixed the mortar dialog so it shows the correct increased percentage if you’ve unlocked the Increased Mortar Damage advancement.
– Idle: Fixed a bug that made mortars continue to glow even after firing and missing.
– Unity: Tabs are no longer marked as experimental.
– Unity: Fixed tournament bracket view so it doesn’t go to the bottom right corner on initial load.
– Classic: When you win a multi-player 1v1 game, the end game dialog now tries to explain why you won, such as “your opponent was booted for running out of time”. This helps newbies understand why a game ended.
– Classic: Slightly increased match rate of real-time quickmatch games.
– Classic: The “turns into AI” options can now be used in coin games.
– Classic: Fixed a bug that could allow quickmatch to make a game with fewer coins than your MinCoins parameter.
– Classic: Fixed a bug when creating a game that made the fixed reinforcement card settings box be disabled when first loading the page.
– Website: Fixed the letter “A” representing an AI player from being outside its box.
– Mods: Added the ability to set territories to pickable during territory picking.
– Mods: Added field TerritoryModification.AddArmies, TerritoryModification.AddStructuresOpt, and GameOrderEvent.AddResourceOpt. These let you add/remove things instead of setting them. This is preferable over setting for reducing conflicts between different mods.
– Mods: Added GameOrderEvent.AddCardPiecesOpt and GameOrderEvent.RemoveWholeCardsOpt so that mods can now add/remove cards at will.
– Mods: Fixed NumberInputField from accepting letters in UJS.
– Mods: Fixed dialog not closing when close() is called in Client_PresentMenuUI.
– Mods: Fixed DateTimes in UJS so they return milliseconds to be consistent with other platforms.
– Mods: Fixed a bug with mods that add commanders into a game that wasn’t configured to start with commanders that made things not re-fog properly when a commander dies. This also manifested in errors in some cases like one that said “Can’t attack yourself”

Update 5.19.1: 200 player games, chat sound, auto dig, advanced auto conquer

Warzone has just been updated to version 5.19.1! This blog post describes what’s changed.

200 Player Games

Mega Games, the feature that was released in 5.18, has now had its limit increased! That means that Warzone Classic games can now support up to a whopping 200 players! You must be running version 5.19.1 or newer to create the games, but anyone running 5.18.0 or higher can join and play them without any issues.

Tabs

Tabs were previously announced, but whereas they were previously Standalone-only, now they are coming to iOS and Android too! On iOS and Android, they are disabled by default and need to be enabled by visiting the Settings menu and checking the checkbox named “Tabs”. The checkbox will only appear if you’re a member.

Chat Sound

If you have a Warzone Classic game open when another player sends chat to it, a small sound is now played to help alert you to it.

Auto-Dig Advancement

Warzone Idle has a new advancement in phase 4: Auto Dig!

One of the design goals of Warzone Idle is that the game should be possible to automate itself. You’ll see this already in many of the “Auto” advancements that exist, such as auto-smelter, auto-upgrade army camps, etc. The design behind these advancements is that they should never be as efficient as a human playing the game manually, but they give you a way to automate parts that you don’t want to do if you’re willing to accept the efficiency loss. For example, if you grow tired of switching your smelters when they run out of a resource, you can enable auto-smelter and don’t have to do it anymore.

Auto Dig is a new advancement that handles the digging of artifacts for you. If you can start a dig in a level, it will automatically start that dig for you. Also, if you have a pending artifact that needs to be claimed at the time when auto-dig would start a dig, it will automatically claim that artifact for you and place it in your artifact inventory. So this new advancement doubles as an auto-claim-artifact advancement.

Advanced Auto Conquer

Warzone Idle has a new advancement in phase 4: Advanced Auto Conquer!

This advancement works like the existing Auto Conquer advancement, except that it’s much more intelligent about what order it conquers territories. For example, it will tend to prioritize conquers that take advantage of joint strike, and it will also prioritize conquers that give it useful assets like army camps.

Other Changes

– Classic: Cleaned up the text that gets displayed before playing a card on a couple cards.
– Classic: Fixed wasteland icon sometimes appearing on a custom scenario game.
– Classic: Fixed a bug with mods that made structures not get added sometimes when they were supposed to.
– Classic: Fixed “try again” button giving errors if you are in an SP game where you haven’t unlocked one of the features that game uses.
– Website: UJS pages now display a more accurate title of each page.
– Website: Fixed a bug with mods that defined Server_AdvanceTurn.lua but not Server_AdvanceTurn_Order.
– Website: Fixed text next to mega games on the multi-player dashboard so it’s correctly spaced.
– Website: Fixed a bug that made some clicks not register as being over the map when near a dialog with a scrollable region.
– Unity: The camera now retains it position for each page, which means it will stay in the same place you left it when you navigate to a different page, zoom/pan around, then return to the original page.
– Idle: Tweaked maximum upgrade of a couple visibility advancements so they divide evenly into 3.
– All: Warzone accounts can now be deleted at https://www.warzone.com/Account/Delete or via the iOS/Android settings menu.

Rollout of 5.19.1

This update to the app contains a lot of internal code changes, which was necessary to make the tabs feature work. Because of that, this version of the app will intentionally be rolled out more slowly than normal, so expect that it could take up to 4 weeks or so for all iOS and Android devices to be offered the update.

Note: If you play idle on multiple devices, it is recommended that you don’t unlock either of the new advancements until all devices you play idle from are updated to 5.19.1 or newer.

Update 5.19: Tabs!

Warzone version 5.19 brings a new feature for members: Tabs!

You’re likely already familiar with the concept of tabs from using web browsers. This update brings that feature to the Warzone Unity client so you can open different pages of the Warzone app within tabs. For example, you could have one tab with Warzone Idle, another with a real-time multi-player game you’re playing, another for browsing the forums, another with a private discussion you’re having, another with a multi-day 2v2 game you’re thinking about, etc.

Tabs can be enabled or disabled on the settings menu as long as you’re a a member and using version 5.19 or newer. When enabled, tabs will appear along the top along with a button to create a new tab and a close button on each tab. Tabs can be re-arranged by clicking+dragging them around.

Today, this feature is now available in the Standalone Cient, which is a downloadable version of Warzone for Windows, Mac, and Linux. If you’re a member, give it a try and let me know what you think! In the future, I hope to also release this feature to the iOS and Android apps. This feature isn’t needed in the web-based version of the game since you can already use tabs there through your web browser.

Happy Warzoning!

Update 5.18: 100 player games!

Warzone has just been updated to version 5.18.0! This blog post describes what’s changed.

Mega Games

When creating multi-player Warzone classic games, a new option exists called Mega Games which allows for games to be created with more players than was previously possible. Without Mega Games, Warzone supports up to 40 players per game, but Mega Games can go up to 100 players, with the hope of allowing even more than 100 in the future!

Mega Games work just like normal games with the following exceptions:

  • In order to ensure every player’s territories look different on the map, new colors have been added that have patterns on them, such as horizontal lines, vertical lines, squares, circles, triangles, etc.
  • You must be using version 5.18.0 of the app or higher to create or join a mega game. For this reason, it’s recommended to wait until Feb 11th 2022 or so before starting to make them, since before that the iOS/Android app won’t be updated yet and therefore only web players will be able to join them.
  • Open seats never expire on Mega Games, so the game won’t ever expire from the Open Games list until it fills. The creator of a Mega Game can always start it early by using the Start Game button if they don’t want to wait for it to fill
  • Mega Games automatically use open seats for filling all seats. Therefore, you can’t create a private one
  • Mega Games are automatically advertised on the Multi-Player Dashboard page, so they should get a lot of visibility to help them fill quickly
  • No fixed teams: they must either be an FFA or use random teams
  • No custom scenarios
  • No coin entry fees. Can still have a coin prize
  • No real-time: They must be multi-day.
  • No mods for now
  • They cost coins to create
    • The option for creating a Mega Game is listed on the normal Create Multi-Player Game page, directly below “Invite via code”. This option only appears if you’re using version 5.18.0 of the app or higher and have at least 300 coins.

      Other Changes

      – All: If a game was made from a template, then the template was later changed, and you try to make a copy of that game’s settings, Warzone will now detect this situation and give you the option of copying the game or the template, rather than always copying the template.
      – All: Increased map SVG size limit from 2.5mb to 3.0mb. Increased maximum number of territories from 3500 to 4000.
      – All: Fixed “Finish versus AI” on modded games.
      – Website: Added template names to each season of the seasonal ladder.
      – Android: Fixed a bug with territory links on some devices.
      – Mods: Non-supported colors for buttons now make the button appear gray instead of broken. See wiki for a full list of working colors.

Update 5.17: Income breakdown, finish vs AI, mod expansion

Warzone has just been updated to version 5.17.0! This blog post describes what’s changed.

Income Breakdown Dialog

When playing a Warzone Classic game, have you ever struggled to understand how your armies per turn are calculated? Now with this update, there’s a small question mark button next to your income that explains everything that goes into the calculation.

This is really useful in in the larger or more complex Warzone games since they and have lots of things that can affecting your income such as sanction cards, army caps, bonus armies from territories, cities, negative bonuses, or mods (which is new, see below).

You can also see how incomes are calculated for other players in a game by clicking on their name in the lower-right players panel and selecting the new Income Breakdown button. This button also respects history, so if you open history to a specific turn and then click it you’ll see how their income was calculated at that point in time.

Finish Versus AI

When a multi-player game finishes with territories intact, such as by a surrender, the end game dialog now has a button to allow finish playing this game out versus AI opponents.

This only works when you and at least one opponent still has territories on the map when the game ends. This usually happens in games that are ended by surrender or boot, but not when a game ends by elimination.

This feature was originally added as a preview in 5.15 for members, but now it’s available for everyone!

Mod Expansion

This update also features the biggest expansion to the Warzone mod framework to date! Lots of new features were added to expand what mods are capable of doing, and mod games with non-members are also now 33% cheaper to create!

If you haven’t experienced Warzone mods before, you can read about what they are on the wiki.

Along with the mod expansion, I’m releasing new mods that take advantage of the new features. Part of the reason for making these mods is to serve as examples to mod developers on how to use the new features, however all the new mods are useful mods in their own right that will appeal to Warzone Classic players. Let’s talk about the new mods first, since I know most people reading this blog post aren’t mod developers.

New mod: Forts

When the Fort Mod is enabled, each player will get the opportunity to build a fort every few turns (configurable by the game creator). After building a fort, an icon will appear on the map on that territory so all players know there is a fort there. Any time your opponent attacks a territory with a fort, the armies in the fort (on that territory) won’t be harmed and the attack will be repelled, and the fort will be destroyed.

New mod: Hybrid Distribution

The Hybrid Distribution Mod allows for a game to mix auto-distribution and manual-distribution. For example, a game could have one territory auto-distributed to all players, and the remainders be picked using the normal picking system.

New mod: Gift Armies 2

The Gift Armies 2 Mod is an upgraded version of the normal Gift Armies Mod. In the normal Gift Armies Mod, armies that another player gifts you are randomly distributed on your territories. In Gift Armies 2, the gifted armies are added to your income to the next turn so that you can place them as you’d normally place any armies. Additionally, Gift Armies 2 makes it easier to select the territory to gift from.

New mod: Random Starting Cities

The Random Starting Cities mod distributes some cities around the map at the start of the game. This is intended to be used with commerce games, since cities have no effect otherwise.

Mod Expansion Details

This section is intended for mod developers. If you’re a coder and have never experimented with Warzone Mods before, check out the mod developers guide to get started. If you are familiar with Warzone mods, read on to know what’s new in this update:

  • Mods can now place icons on territories! These structures will persist and save on the territory. This can be done by the Structures property on TerritoryStanding. This can be done at the game start when standings are directly editable, for example:

    function Server_StartGame(game, standing)
    
        local structures = {};
    
        structures[WL.StructureType.ArmyCamp] = 1;
        structures[WL.StructureType.Recipe] = 1;
        structures[WL.StructureType.City] = 5;
    
        standing.Territories[1].Structures = structures;
    end
    
    

    Structures can also be changed mid-game by a GameOrderEvent, for example:

    function Server_AdvanceTurn_Order(game, order, result, skipThisOrder, addNewOrder)
    	local terrID = 1;
    	local structures = game.ServerGame.LatestTurnStanding.Territories[terrID].Structures;
    	if (structures == nil) then structures = {}; end;
    	if (structures[WL.StructureType.ArmyCamp] == nil) then
    		structures[WL.StructureType.ArmyCamp] = 1;
    	else
    		structures[WL.StructureType.ArmyCamp] = structures[WL.StructureType.ArmyCamp] + 1;
    	end
    	local terrMod = WL.TerritoryModification.Create(terrID);
    	terrMod.SetStructuresOpt = structures;
    	addNewOrder(WL.GameOrderEvent.Create(WL.PlayerID.Neutral, 'Creating an army camp', {}, {terrMod});
    

    The list of icon types available will be familiar to Warzone Idle players: ArmyCamp, Mine, Smelter, Crafter, Market, ArmyCache, MoneyCache, ResourceCache, MercenaryCamp, Power, Draft, Arena, Hospital, DigSite, Attack, Mortar, Recipe

    See the Fort mod for an example of this in action.

  • Mods can now modify player’s incomes! To do this, use the new 6th parameter to GameOrderEvent and pass a collection of IncomeMod objects. WL.IncomeMod.Create takes four arguments:

    1. Player ID of the player whose income you want to modify
    2. Number of armies you want to add (or pass negative to reduce their income)
    3. A message that will be visible to this player in the Income Breakdown Dialog. Use this to explain why their income is being modified.
    4. Optionally, you can pass a bonus ID as the 4th argument to require these new armies to be only deployed within a single bonus, like in a Local Deployment game. Or if the 2nd argument is negative, this will reduce armies that were required to be deployed to this bonus.

    Here’s an example:

    function Server_AdvanceTurn_End(game, addNewOrder)
    	local incomeMod = WL.IncomeMod.Create(4569, 5, '5 free armies from the ModNameHere mod');
    	addNewOrder(WL.GameOrderEvent.Create(4569, 'Giving away stuff', {}, nil, nil, {incomeMod}));
    end
    

    See the Gift Armies 2 mod for an example of this in action.

  • Mods can now be notified when players click territories or bonuses on the map! This is useful when you want to prompt the player to pick a territory. Previously, mods would have to pop up a list of territories and require players to click the territory by name. Now, mods can simply instruct the player to click a territory on the map, and the mod will be notified of the player’s next click. Here’s how a mod would use that:

    
    
    function Client_PresentMenuUI(rootParent, setMaxSize, setScrollable, game, close)
    	vert = UI.CreateVerticalLayoutGroup(rootParent);
    
    	TargetTerritoryBtn = UI.CreateButton(vert).SetText("Select source territory...").SetOnClick(TargetTerritoryClicked);
    	TargetTerritoryInstructionLabel = UI.CreateLabel(vert).SetText("");
    end
    
    function TargetTerritoryClicked()
    	UI.InterceptNextTerritoryClick(TerritoryClicked);
    	TargetTerritoryInstructionLabel.SetText("Please click on a territory.  If needed, you can move this dialog out of the way.");
    	TargetTerritoryBtn.SetInteractable(false);
    end
    
    function TerritoryClicked(terrDetails)
    	TargetTerritoryBtn.SetInteractable(true);
    
    	if (terrDetails == nil) then
    		--The click request was cancelled.   Return to our default state.
    		TargetTerritoryInstructionLabel.SetText("");
    	else
    		--Territory was clicked
    		TargetTerritoryInstructionLabel.SetText("Selected territory: " .. terrDetails.Name);
    	end
    end
    
    
    

    See the Gift Armies 2 mod or Fort mod for examples of this in action.

  • Mods can now assign territories to players in the Server_StartDistribution hook. See the Hybrid Distribution mod for an example of this in action.
  • Added a function Added WL.IsVersionOrHigher that checks what version of the Warzone client the player is using. It’s necessary to call this before using a feature that was added in this update, since if a player has not updated their app it’s better to give them a message letting them know they need to update than to simply have your mod crash. Here’s an example of how you would use it:
    
    if (not WL.IsVersionOrHigher or not WL.IsVersionOrHigher("5.17")) then
    	UI.Alert("You must update your app to the latest version to use this mod");
    	return;
    end
    
    

    Since this function doesn’t exist prior to 5.17, the absense of this function is the proper way to know that the version is less than 5.17. That’s why this code snippet needs to have the “not WL.IsVersionOrHigher” condition.

  • Increased the allowed rate of custom messages by 6x. This makes it possible for mods that send custom messages to send many more before hitting the rate limit.
  • Added a new parameter to the “addNewOrder” function in Server_AdvanceTurn_Order that lets you skip your added order if the source order itself gets skipped by another mod. This is important for some mods, such as the medics mod.

Other Changes

– Mods: Reduced the cost of non-members playing in coin games by 33%.
– Website: Fixed bonus links not being clickable in the map designer after editing a bonus.
– Website: Fixed tournament chat messages duplicating when pressing enter multiple times.
– Idle: Pending clan requests are now deleted if a player finishes that level before it’s filled.
– Idle: Fixed market numbers not updating on the main tab when a purchase was made.
– Idle: Fixed update dialog inserting duplicate columns.
– Unity: Fixed errant Reply button on forum list.
– All: Fixed length limit on profile bios.

Update 5.16.1

Warzone has just been updated to version 5.16.1! This blog post describes what’s changes.

Unity Upgrade

Unity is the game engine that powers Warzone’s iOS and Android apps. Once per year, we have to upgrade the major version of Unity which has to has the potential to create bugs or other technical issues. Therefore, this update will roll out slowly to devices. It may take a few weeks for all iOS and Android devices to receive this version.

I’ve tested the app thoroughly but if you see any issues, please report them by going to Help -> Contact -> Report a Bug.

Other Changes

– All: Increased the number of templates available per timeslot in Clan Wars slightly.
– Idle: Added a notification for when artifacts cool down and are ready to use again.
– Idle: Added achievements for new features. These are the last idle achievements for the foreseeable future.
– Unity: Updated Unity version from 2019.4 to 2020.3.
– Unity: Updated map format to use 32-bit index buffers, which fixes the layering issue that some big maps had.
– Classic: Fixed “Finish versus AI” button on games with eliminated players.
– Classic: Fixed “Try again” button when finishing versus AI.
– Website: Removed WebGL web mode.

Update 5.16: Super Ascend

Warzone has just been updated to version 5.16.0! This blog post outlines what’s new.

Super Ascend

Warzone Idle now has a feature called Super Ascend! This is intended for players who are deep into phase 4 advancements.

Super Ascend unlocks 17 new levels and also gives one of four permanent rewards. The new levels can be seen on the main path below Huge Europe, but they can’t be accessed until after you super ascend.

There’s no limit to the number of times you can super ascend, so these rewards can be earned repeatedly.

To qualify for super ascension, you must have spent at least 100k AP on phase 4 advancements. Then you’ll find a new Super Ascend button on the main menu. When super ascending:

  • You lose all advancements and AP
  • You get to keep 2 artifacts of your choosing. All of the rest are lost. This can be upgraded (see below).
  • Your level rewards are reset so you can earn them again
  • Your battle points are reset so you can earn all battle rewards again.
  • You keep your achievements, coins, powers, super camp, clan, and clan rewards.
  • You get one of four permanent rewards, which persist even through future super ascends:

    +25% AP from levels

    Can keep one additional artifact when super ascending

    +20% faster artifact digging

    +100 starting AP after super ascending

Note: Make sure to upgrade all of your devices to 5.16 or newer before super ascending, since playing on older versions after super ascending could erase your super ascend.

Other Changes

– All: When a clan war timeslot has only one template, that template will never be Strategic 2v2.
– Idle: Fixed auto-mortar not being disableable.
– Idle: Hardened Copper Creek Castle’s reward is now an epic artifact, since it can be earned multiple times with super ascend.
– Classic: Fixed the error message that is received when mods have stack overflow bugs.
– Classic: Fixed “Finish versus AI” button on games with eliminated players.
– Classic: Fixed quickmatch coin wager box being checked when both wagers were 0.
– Android: Fixed a bug that could make push notifications not enable properly. You may need to clear storage for the app and re-open it one time after updating to 5.16 if your notifications still don’t work.

Update 5.15: New Quickmatch options & More

Warzone has just been updated to version 5.15.0! This blog post outlines what’s new.

Classic: Quickmatch RT/MD

When configuring which templates you’re willing to play in Quickmatch, you can now set a different set of templates for real-time games versus multi-day games. Each template now has two checkboxes next to it, labelled MD for multi-day and RT for real-time.

Real-time games need to be played in a single sitting, whereas multi-day templates can be played only once per day. Because some templates can result in lengthier games, it may make sense to only enable those templates for multi-day games and not for real-time games.

Classic: Quickmatch Minimum Coins

If you love playing coin games in Quickmatch, you can now set a minimum coin wager. This will ensure Quickmatch only gives you coin games, and only gives you ones as big as you request.

Quickmatch has always tried to maximize the quantity and size of coin games you get, up to the maximum size you enabled. However, now you can force it to always keep waiting until it can make you a game of the coin size you want.

Classic: Finish Versus AI

When a multi-player game finishes with territories intact, such as by a surrender, the end game dialog now has a button to allow finish playing this game out versus AI opponents.

This only works when you and at least one opponent still has territories on the map when the game ends. This usually happens in games that are ended by surrender or boot, but not when a game ends by elimination.

Temporarily, this option is restricted to members for testing, but once all the bugs have been ironed out it will be opened to all.

Idle: Triple/Quadruple Strike fix

The Triple Strike and Quadruple Strike artifacts can take territories at a reduced army count. When upgraded sufficiently, their reduction percentage could exceed 100%, which is supposed to cause you to gain armies when conquering a territory with them. However, due to a bug, hospitals negated this profit and simply made the territories free. Most players were probably not aware that this was a bug, since you’ll almost always own hospitals when using the artifact.

This update fixes the bug, so now the Triple/Quadruple strike artifacts correctly cause you to gain armies when their percentage is over 100% even when hospitals are owned. This gives them a purpose of upgrading beyond 100% as they were intended.

Player Search

The Warzone website now has an option to directly search for players by name! This can be found by selecting Community -> Player Search.

Accessing it this way is much more convenient than the old way of going to Multi Player -> Create Game -> Invite Players -> Search.

In addition, the maximum number of players shown has been tripled.

Other Changes

– All: Added ability to search for private mail threads with a player. Open their profile and click Send Mail then Search.
– All: The slight rating boost that clans get when they get a free win now applies to whenever a player doesn’t get a game as well.
– All: Team templates in Clan Wars now has a note saying that they requires multiple players from the same clan.
– All: The “Join a clan” page now aligns names correctly for clans without an icon.
– Classic: The end game dialog’s buttons are now split onto two rows which helps them fit on small devices.
– Classic: Fixed single player levels sometimes showing the wrong thumbnail on the main menu when a device is offline.
– Classic: Fixed banking boot times not having a cap.
– Idle: When a territory is made visible via a visibility advancement, it now shows the full details of the territory in the bottom inspect panel.
– Idle: Mortars now blink on the map when they are ready to fire.
– Idle: Ascending now requires you abort all levels you have in progress.
– Idle: Fixed Market Visibility upgrade since no level has more than 7 markets, so its cap of 50 didn’t make any sense.
– Idle: Fixed hardened level reward for legendary artifact not awarding achievement until you got another artifact.
– Idle: Fixed a bug that made the balloon that appears after completing an arena tell you you got fewer money/armies than you actually got.
– Idle: Fixed a bug that made the Time Warp artifact reduce its own cooldown. It still reduces the cooldown of other artifacts and dig sites.
– Idle: Changed 50M money/sec achievement to 25M money/sec to make it easier.
– Idle: All levels we re-generated. This could cause costs, asset locations, recipes, etc. to be changed slightly. If you were in the middle of playing a level when you update to this version, you’ll keep playing the old version of the level. But all new levels started after updating will be on the new version of the level. For those keeping track at home, these new versions of the levels are called revision 19. Note if you start a new version of a level, then switch to a device using an older version of Warzone Idle, you won’t be able to play it there. Please update all your devices to the latest version to avoid this.
– UJS: Fixed a bug that made clicking “Join a clan” on the chat room then back cause it to not go back.
– Unity: Fixed display of forum posts that used quotes or lists.
– Unity: Fixed a bug when changing the UI scale with a chat room open.