Chronicle of Updates

Patch Notes

What changed in Thronestead, release by release — newest first. These notes are written by hand by the team at each release.

Latest release

Build 1.38.0 — The War You Actually Fight

A war used to be a decision you made once and then waited out. Now both sides hold a meter of War Points and spend them on the battle itself: the attacker orders attacks and says what kind they are, the defender answers with Brace or Counterattack. Every attack is announced hours ahead — the defender always knows one is coming, never what kind — so spies decide battles now. And an attacker with nerve can stage a bluff: a camp raised in full view for an attack that will never come. Both sides lock before contact, so nothing here is won by being awake at 3am.

Published: · Severity: Major · Track: Live World · Build Hash: TS-1380-warpoints

Read the full 1.38.0 notes below

Known issues

Curated by hand alongside each release. Check here before filing a bug — if yours isn't listed, please report it.

Reviewed with Build 1.37.0 ·

  • Open No town targeting in the war room: the rules for raiding, besieging, and razing towns are already in force and the realm enforces them, but the war room offers no way to aim an attack at a specific town. Every attack you can declare today still strikes a kingdom as a whole. The targeting controls will be announced here when they ship.
  • Open Prices may need one refresh after a release: a page left open across a content release can paint one screen of stale costs before it revalidates. Orders now refuse rather than charge against an old price, but the fix is a reload.
  • Open Alliance tabs fill in late: when the realm is slow to answer, one or more Alliance tabs may briefly show placeholder cards before the real figures arrive.
  • Open Large roster scrolling: Member lists exceeding 80 entries may cause scroll stutter on low-memory mobile devices.
  • Open Support confirmation delay: Confirmations for legal and privacy requests may be slow while a major policy update is going out.

Release archive

1.38.0 — The War You Actually Fight ()

  • A war is no longer a decision you make once and wait out. Both sides now hold a meter of War Points — 8 to start, refilling one point roughly every 75 minutes — and those points buy the moments that decide the battle. If neither crown spends a thing, the war resolves exactly as it always did; nothing about the old fight was taken away. What is new is that you can reach into it.
  • The attacker orders attacks, and must say what kind. A Ladder Assault storms the walls with soldiers and bleeds for it. A Bombardment works the walls with siege engines. An Undermine digs beneath them — quiet, and ruinous to stone. An All-Out Attack throws everything forward at once, and only unlocks once the defending wall is already below half.
  • Nothing lands out of nowhere. The moment an attack is ordered the defender is told one is coming and roughly when. That warning is free and cannot be suppressed by any means in the game. What it does not say is which kind — and that single unknown is the defender's whole problem, because Brace answers ladders and all-out pushes while a Counterattack destroys siege engines but catches its riders in the open against ladders.
  • Doing nothing stays free, and stays safe. A defender who never opens the panel is not punished — the garrison fights exactly as it always would. Points buy the sharper answer, never the ordinary one. You can also change your answer as often as you like, refunded in full every time, until orders lock an hour before impact.
  • Nobody wins a battle by being awake at 3am. An ordered attack cannot land inside 9 hours. The defender's orders lock an hour before it arrives — and the attacker's own last chance to call it off expires earlier still. So a perfect read of the enemy's posture can never buy a free withdrawal, and the defender always holds the final word.
  • Spies decide battles now. Scout with the new Assault Preparations focus and a thorough job names the incoming attack outright — ladders and fascines, engines and piled shot, spoil heaps and hidden diggings. A poorer job returns only a camp making ready. Scouts sent over a battle already in progress read the same thing. The knife cuts both ways: an attacker can scout the defending Battle Posture to learn what waits behind the walls for the attack they already ordered.
  • And an attacker with nerve can lie. A Bluff is a camp staged in full view for an attack with no army behind it. It is announced like any other, it wears the colours of a real attack, and spies who identify it faithfully report the kind it is pretending to be — because that is genuinely what they saw. Only a deep and expensive read finds the banners empty. When the hour comes, nothing happens; the points the defender spent bracing against a phantom are spent all the same.
  • Bluffing is bounded, and honestly so. Each side may work the trick at most twice in a war, and a bluff costs more than the brace it hopes to waste — so bleeding a cautious defender by it is a losing trade on arithmetic alone. When the empty hour passes it is revealed publicly for what it was, dressed as whatever it claimed. Everyone learns you are the sort of crown that bluffs.
  • One attack answers a specific counter. An Undermine is not merely resisted by a Counterattack — it is undone by one. The riders catch the tunnelling crews and the work simply never happens.
  • Hedges for the hours you are asleep. Three new standing orders: brace automatically against any attack, answer a known attack with a response you chose in advance, or order an attack when the battle reaches a stage you name. They spend War Points when they fire, they never override a response you set yourself, and the timing rules bind them exactly as they bind you.

1.37.0 — War Stakes and the Sparring Ground ()

  • A war now has something on the table. When you declare, the heralds seal two figures on the spot: what you have staked and what your target stands to lose. Your stake is drawn from your own treasury at that moment — never less than 40,000 copper — and a 2,500 copper muster fee burns outright on top of it. Both figures are fixed at declaration and cannot be shrunk afterwards, so emptying the vault the night before a war now buys you exactly nothing.
  • Winning on defence finally pays. Repel an attacker and their entire sealed stake is transferred into your treasury — real coin out of their coffers, not minted money. An attacker who declares and then never shows up forfeits it just the same. Recall a march already in hostile country and a quarter of the stake goes to the defender for the trouble.
  • And a defensive win buys peace. A beaten attacker cannot declare on you again for 3 days — three times the ordinary cooldown. Standing your ground is now worth standing.
  • The war lock is mostly gone. You asked for this one directly. Because the stakes are sealed, the game no longer has to freeze half of a warring kingdom's economy to stop people gaming the prize. While at war you can now list on the market again, move copper and goods again, pause queued work freely, and cancel queued work — cancelling is priced at war rates (at least a quarter of the escrow burns) rather than forbidden. The blanket force-cancel sweep on your listings is retired. Two narrow rules remain: you cannot tear down your own fortifications while you are the defender of a live war, and an alliance war still holds its members in place — a personal one-on-one war no longer imprisons anyone in their alliance.
  • The seven objectives are contracts, not flavour text. Each one now sets its own tempo, plunder, stake, and battlefield consequences. Loot Strike: short and rich, and it stakes heavily for the privilege. Break Fortifications: the baseline siege — less loot, half again the wall damage, takes ground on a breach. Total Conquest: the longest warning for the defender, the largest stake, and the other objective that can occupy. Punish Army: cheap to enter, and more of the loser's wounded die. Win Field Control: no wall damage at all, and more of the fallen come home wounded instead. Delay Pin: takes almost nothing but holds the defender out of everyone else's war for the longest battle window in the game — and is priced as the most expensive contract there is because of it. Defensive Hold: a show of force with no loot in either direction, though repelling one still pays. The declare screen shows the selected contract's full numbers before you commit.
  • Fifty sparring holds open on the Nation Finder. Ten difficulty levels, five army doctrines each, standing alongside real kingdoms and declared on through the ordinary war flow — filter for them with the new Training chip. Lv. 1 is pitched at a kingdom just out of Founding Protection, Lv. 10 at roughly a month of play, and within a level every hold is the same size so the variable is composition: each doctrine teaches a different counter. The score-matching band is waived for them so you can always reach the rung you want.
  • Sparring losses are real losses. The fight is fought by the same rules, with the same casualties and the same spoils as a war against a player. The hold is restored to its founding roster and treasury each turn, so it never snowballs off beating you and every player meets the same opponent — but nothing protects your army out there. Sparring holds hold no land, cannot be occupied, and never appear on the leaderboard.
  • Quests point at the room that can finish them. Every quest's action button now routes from what the quest actually measures rather than from its category, so a quest that tells you to strike a camp sends you somewhere you can raid instead of back to the Onboarding Hub. The Tier I raid step also moved: it needs an alliance, and it now sits after the steps that get you into one, so a solo kingdom is no longer stuck on it.
  • Fixes: a failed PvP raid now writes the pair cooldown (the attrition-grind hole is closed); the first reparations installment honours its own due date; and the War Room no longer quotes a declaration fee it wasn't charging.

1.36.0 — A Kingdom You Can Take Back Apart ()

  • Buildings can come back down. A raised level was the last committed thing in the game with no exit — you could lose one to a siege, but never choose against one. Deconstruction fixes that, and it is a build in reverse rather than a menu transaction: it banks in the same build queue, counts against the same slots, and runs for half the ticks that level took to raise. No build-speed bonus applies to it; the wrecking crew sets its own pace.
  • What you get back: half the materials and three quarters of the copper that exact level cost, priced from the same table you paid. Starting a tear-down costs and reserves nothing, so cancelling just frees the slot and leaves the level standing. Two limits: your Castle never goes below level 1, and the fortification line is off-limits while you are the defender of a live war. Everything else goes all the way down to nothing. A full round trip loses you half the materials and a quarter of the copper — this is a correction, not a savings account.
  • Crew is a real speed lever in the Forge. Crafting labour used to grow with the square of your batch size, which meant a large order could be refused outright for want of idle citizens while ten small ones cost a tenth as much work. A batch now carries a fixed amount of work and the crew you assign divides it. Extra crews crowd the workshop, so the gain tapers and the rush tops out around however many hands you throw at it — and crew is bounded by the refinery's floor space, not your population, so building the facility taller is what makes you faster. One crew reproduces the old timing exactly, so nothing you have queued changed.
  • Alliance membership stops waiting for the clock. Joining used to take three actions and up to fifteen minutes. Accepting an invitation, leaving, kicking, changing a role, transferring leadership, and disbanding now all apply the moment you confirm them. Disband especially: a leader used to watch the alliance they had just dissolved keep taking deposits and treaty traffic for another tick.
  • The market names the seller. Every listing now shows whose it is, and the name is a link to their public profile — the market was the one public place in the realm where you traded with a number. Names are resolved through the same masking the rest of the game uses, so a kingdom under enforcement shows as such rather than by name.
  • Fixed: the Research page telling you that you could afford something you couldn't. A reported bug, and a real one. After a price change, a page left open kept showing the old prices behind a confident green "Affordable" badge, then the order was refused for want of copper. The game now recognises a price list by what is actually in it, so an out-of-date one can no longer survive a repricing. On top of that, the Research page will no longer state a verdict it cannot back — if the prices on screen were held over from an earlier visit rather than read fresh, the cost pill reads "Checking prices" and the button waits. And if the catalogue changes between loading a page and ordering, the order is refused up front with a plain "reload to see current costs" rather than taking your money against the wrong number.
  • Also: a sell form no longer recommends a price the listing gate will refuse; a buy you have already queued is now visible on the offer it claims; and a buy claim retires itself once the book shows it settled.

1.35.0 — The Great Repricing ()

  • Read this one before you next spend. Almost every price in the game moved, and most of them went up. Nothing you have already built was clawed back and no standing population cap dropped — the new costs apply only to levels you have not raised yet.
  • Why: income was outrunning cost. Across a kingdom's life, income per settlement grew roughly a hundredfold while a building level cost about 10% more than the one below it, so the game got easier the longer it was played and a mature kingdom could max its buildings almost outright. The village hut was the epicentre — it paid for itself in under fourteen hours, and at a tall castle in under two. The fix steepens the curves rather than multiplying them, because a flat multiplier fixes week one and re-breaks at high level.
  • The two spine ladders got steeper. The village hut's full ladder is now roughly 24× what it was, and the Castle's about 5×. Every level keeps its original mix of copper to resources, so logistics are unchanged and only the magnitude moved. A producer now pays for itself in about three to seven days rather than three hours.
  • Getting your second producer is deliberately cheap. The first pass priced raw producers correctly by payback and badly by entry — a kingdom could afford one logging yard and then save a month for the next. The level-1 copper price of every raw producer was cut by 2.5× while the ladder above it kept its full slope. Your starting grant was re-derived from the same arithmetic: it exists to fund your opening logging yard, quarry, and farm, and it still does.
  • Resource prices are derived now, not typed. Every one of the 32 resource base prices was recomputed from what it actually takes to produce a unit and how much the game's own recipes demand of it. Stone was the loudest complaint and it was right: stone is the second most-demanded raw material in the game and was priced as one of the worst things to produce. Stone is up about 23%, iron and fibre are up, wood, hide, and fuel come down. Crafted goods mostly move within 10%, with the hide chain up and the ore chain down.
  • Refining up a tier is a raise again. Measured per hour of facility time, tier-2 recipes used to pay less than tier-1, and inside each tier one family paid nearly double the others. Every recipe in a tier now earns the same rate for the facility time it occupies, and the rate climbs with every tier — so specialising in a line pays, and dabbling doesn't.
  • Three new market rules. Listings now stay up for 7 days before expiring, not one — at a day, a listing could die before a buyer ever saw it on a thin book. Price bands are enforced only while a resource has at least one active listing; a resource nobody is selling has no band at all. And the band is now calculated from the average price that specific resource has actually sold for over the last 30 days, weighted by volume, instead of a fixed reference. The band follows the market instead of leading it.
  • The traveling merchant becomes a last resort. He was selling raw resources at close to their true value in large daily lots, which made copper a complete substitute for production — a settlement's entire material bill could be bought for less than half its copper leg. He now asks eight times the going rate, sells 25–40 units a day instead of 150–200, and no longer sells crafted goods at any price. Refining is something you do or trade for, not something you buy from the world.
  • Founding a town costs what a town is worth. Every settlement after the first now doubles the bill of the one before it and climbs the crafting ladder as it goes. The first town is 5,522,475 copper plus 15 land plots, 3,000 Food, 1,400 Planks, and 1,400 Blocks. The twelfth seal is a campaign measured in months. Timers, plot costs, and the cap of twelve are unchanged.
  • New-kingdom transfer limits were raised to match. The anti-mule rails on a protected kingdom were sized against the old prices, so within a day of the repricing they stopped bounding mules and started bounding ordinary play — an alliance could not meaningfully help a new member at all. Aid and trade in resources is up 3× in both directions; aid in copper and market spending are up 10×.
  • You can disband troops now. The standing army has never had an exit that wasn't a punishment — starvation, casualties, or healing forfeits. The roster on the Military page gains a per-unit Disband control, offered against your available pool, with Half and All fills for standing down in bulk. The confirmation quotes the consequence before you commit: population returned to civilian work, and the exact copper and food per tick you stop paying. Stated plainly and honestly on the same screen: nothing is refunded, and the order applies at the next tick.

1.34.1 — Plain Words on Every Door ()

  • Why — playtesters told us the menus were confusing: too many doors named for what a room is called in-world, not for what it does. They were right, so everywhere the game names a room — the left rail, the room tabs, the breadcrumb, realm search, and each page's title — it now uses the plain name.
  • The Forge is now Crafting — same room, same recipes, same queue. "The Forge" stays on the page's banner as its in-world name.
  • The Shadow Cabinet is now Spies — espionage missions, dossiers, and the counterintel shield, unchanged.
  • The Books are now the Ledger — matching the address it always had. Revenue, Live log, Upkeep, Producers, Treasury, and Raids tabs are untouched.
  • The Royal Vault is now Send Aid — named for what it does: send coin and goods to another kingdom. It was never a deposit-and-withdraw bank, and now the door says so.
  • The Hall of Honors is now Achievements, and the Annals are now History — your titles and your reign's record, where you expect them.
  • Search speaks both languages — typing an old name (forge, shadow cabinet, the books, royal vault, hall of honors, annals) still finds the room, and a few search-only labels were brought in line with the doors they open (Community, Leaderboard, Quests).
  • Nothing moved — no address changed, no feature changed, and the in-world names live on inside each room. War Council, War Room, Training Yard, Battlefield, and Patrol Watch keep their names — those already say what they do.

1.34.0 — Settlements: The Charter of Twelve ()

  • A note on timing — settlements were switched on for this world with the 19 July arming, ahead of these notes. This entry is the delayed record of that change: if you have already founded a town, nothing below alters it — the record now simply matches the world.
  • Your kingdom can hold more than one settlement. Your existing kingdom became your capital — nothing about it changed, nothing was moved or lost — and you can found towns beyond it, up to twelve settlements in all: the old Charter of Twelve grants a crown twelve seals and not one more.
  • Founding your first town costs 15 land plots, 364,400 copper, 3,000 Food, 1,400 Planks, and 1,400 Blocks, and takes a full day (96 ticks). Every later town doubles the previous bill and takes half a day longer, and demands higher-tier crafted goods as the count climbs. One founding at a time; the founding preview shows the full bill, your balance against it, and exactly why you can't found yet before you commit anything. Cancel before completion for a refund: plots always return in full; escrowed copper and goods may be partly forfeit if war-exposed.
  • Land is now a spending currency as well as a war stake: founding draws from the same land plots that conquest wins and losses cost. Your land still recovers on its own toward what your castle level supports — a taller castle means more room to settle, and war spoils can substitute.
  • The Settlements page is live: every holding at a glance — name, people, output, builds in progress — plus the founding panel with a "save for the next town" tracker, all in one fetch.
  • Towns build, produce, and grow. Each town raises its own buildings from the same catalogue as your capital, produces every tick into your one kingdom treasury, and houses its own people (your population and army remain a single kingdom pool — towns enlarge it through their housing).
  • Two rules keep the capital on top: no town building can exceed your capital castle level, and two structures are capital-only — the Castle and the Spy Guild. Everything else a town can raise freely, including the defensive works — town Walls will carry their siege weight when town-targeted warfare opens (below).
  • Build plans — save a named build plan and apply it to any settlement. Applying previews first: what will be queued (with full cost and time), what's skipped as already built, what's blocked and why. It enqueues only what you can afford, in your order, as ordinary build orders.
  • Built for short sessions: a full twelve-settlement realm is manageable in a 5–10 minute visit. Home shows your settlement count and a founding countdown chip, and the Kingdom page gains a settlement selector so the building table you already know works for any holding.
  • Settlements count toward your kingdom's power and score. A building level raised in a town strengthens your power exactly like the same level raised in your capital, every town level adds steady weight to your score, and each active town adds a fixed bonus on top — a town is a commitment, not a dodge.
  • War range follows: because declare eligibility runs on score, founding and developing towns gradually shifts who you can declare on and who can declare on you — the same way building always has. One hard rule sits on top of the score band: a war cannot be declared when the two sides' active town counts differ by more than six. Nobody's matchups changed on arming day: every kingdom started with zero towns' worth of new score.
  • Settlement count is public intelligence: it appears on public profiles, so you always know roughly how wide a rival realm is.
  • Army ceilings scale with settlements the honest way: towns add housing, housing adds people, people fill armies. No new cap system, no free soldiers.
  • The town-war rulebook is switched on — its controls are not in the interface yet. The engine now enforces the full law of war for towns: raids aimed at a specific town (suppressing it to 70% output for about half a day, never damaging buildings), sieges inside declared wars (a fee, a 6-hour defender warning, 2–3 building levels knocked down, half-price rebuilds), razing held to total-conquest wars after repeated successful sieges (at most one town per war, most staked land returned, refounding at half cost and half time), and hard protections the realm enforces however an attack arrives (a 7-day founding grace, at most 2 targeted raids and 1 siege per town per day, steeply escalating fees for serial siegers, and a capital that can never be siege-targeted or razed). The war room offers no way to aim at a town yet, so attacks launched from the game's pages still strike the kingdom as a whole — the targeting controls ship in a coming release, announced here first.
1.33.0 Provinces of the Realm & the Council of Crowns

1.33.0 — Provinces of the Realm & the Council of Crowns ()

  • A note on timing — the world layer went live on 19 July, ahead of these notes; the FAQ said so, this page did not. This entry is the delayed record.
  • The world has neighborhoods — Regions. Every kingdom is a resident of one, starting in one of six founding territories placed to match its land. Your region is your community, not your army — alliances, wars, and treaties are completely untouched by it.
  • Move freely from the Region page: browse the directory, join any Open region instantly or request entry to an Approval one, and move again after a day. There are no region passwords. Found your own region once your kingdom is 7 days old, for 50,000 copper (burned, like every fee) — a founder's authority can never be seized by force. A player-founded region can fill up — its charter caps residents until the region grows — while the founding territories always have room.
  • Every region carries a message board and a live regional chat channel, held to the same moderation as chat and profiles; you can delete your own post within a day, and blocked players stay hidden for you. Foundings are recorded in the realm chronicle for good, and regions that stand empty for a season are archived — readable forever, never deleted.
  • Endorse your neighbors from the resident roster (up to 10 outgoing, retract anytime). Endorsements only count once both kingdoms have lived in the region for 7 continuous days, so newcomers earn their voice by staying, not by arriving in numbers.
  • Influence — your standing in your province — accrues automatically: 10 a day for residing, +2 per counted endorsement, capped at 50 a day. Nothing decays while you're away. Fair warning, in big letters on the move dialog too: influence belongs to the region — moving out resets it to zero.
  • Community projects — residents pool influence into collective builds; a finished project grants every resident a small daily influence bonus and the region a one-time prestige boost. Growing regions unlock more concurrent projects.
  • The Lord Steward: each dawn, the resident of 28+ days with the most counted endorsements holds the office. No elections, no coups — leadership follows the endorsements, and the steward wields only the powers the founder delegates (board moderation and polls by default). Founders and stewards can never be ejected or banned.
  • Founders can appoint up to 10 officers with granular powers — appearance, comms, polls, border. Border officers approve joins and can eject or ban at a steep influence price (200 + twice the target's influence) that makes established residents effectively untouchable. Coordinated takeovers lose the math: defenders out-earn attackers by design.
  • Regional compacts link two regions as friends — each side reads (but never writes on) the other's board, and both cross-list on each other's pages. Region polls are 3-day, 2-to-5-option advisory ballots — a voice, not a lever. A region may also hold one perk per season from a two-item whitelist: Neighborly Trade (market fees between two residents of the same region drop 3%, capped at 5% by realm law) or Festival Banners (pure cosmetics). That is the whole list; perks can never touch combat or production.
  • The World Council convenes — the realm's deliberative body, with seats earned through your neighbors' trust: hold 3+ counted endorsements in an established region (5+ settled residents) and you are seated, recomputed each dawn. One seat, one vote. Seats can't be bought, transferred, or delegated — and nothing VIP touches them.
  • Draft proposals from plain-language templates on the new World Council page — there is no legal fine print to litigate, ever. A proposal needs 10 seated backers within 7 days to reach the floor. Five category sessions run in parallel, every vote runs 4 days (96 hours), and the voter roll freezes when a vote opens — no mid-vote seat farming, in either direction.
  • Writs of Commendation and Condemnation — permanent public marks on a kingdom's profile and in the chronicle, with exactly zero mechanical effect. One writ proposal per kingdom per season; you can never author, back, or vote on your own. A later council can lift a writ, but the record of its setting endures.
  • The council also votes realm edicts — small, temporary, realm-wide adjustments drawn from a fixed menu (market fees, the spoils of war, the respite after a raid, and a handful of similar dials). Economic and military edicts need a 60% supermajority, every edict is capped at ±5% and lasts one season (21 days) before lapsing on its own, and together with a region perk the world's total pull on any dial is hard-capped at ±10% — an edict can soften a harsh season but never cancel one.
  • Edicts take effect at the next dawn after passing, one dial holds one edict at a time, and repeal runs the same course (10 backers, 4-day vote, 60%, next-dawn effect). Active edicts appear on the season briefing as plain-language cards showing the exact percentage and expiry. The edict menu itself is fixed in the game's law books: votes choose from it, they can never add to it.
1.32.0 Matters Before the Throne

1.32.0 — Matters Before the Throne ()

  • A note on timing — the court convened quietly with the mid-July updates, ahead of these notes. This entry is its delayed public record; our apologies to the petitioners kept waiting at the door.
  • The court is in session — the Policies page gains a "Matters Before the Throne" panel. Up to one petition a day arrives on your docket (it holds five), each a short dilemma argued by your own advisors: the Lord Marshal wants force, the Exchequer wants the treasury whole, the Seneschal wants the smallfolk fed. Read the arguments, weigh the stakes, rule.
  • Consequences are real, hidden, and capped — advisors tell you the direction of each option's cost, never the numbers. The resolved effect is revealed at the next bell after you rule, and everything is hard-capped so that no ruling (and no stack of rulings, combined with the daily situation) can ever outweigh actual play.
  • Dismissal costs nothing — usually — sending an ordinary petition away costs nothing, gains nothing, and keeps it away a long while; the daily draw is decided by the day, not by your docket, so dismiss-fishing is pointless by construction. The honest exception: a petition that continues a story your earlier ruling began ends that story for good if you dismiss it or let it expire, along with whatever its final chapter might have granted.
  • Prefer an empty hall? Put the court in recess from the panel — daily petitions stop, though consequences of your past rulings still find you, and the fool's business keeps its own calendar.
  • Nothing here is purchasable and nothing here is pay-to-win: no VIP interaction, no premium petitions, no bought outcomes. The court judges everyone by the same law.
  • Your rulings echo — court decisions appear in the weekly public Chronicle of the Realm, and how the realm speaks of you now shows on your public profile's reputation shelf: epithets earned from how you actually rule. Your own written bio is untouched; this is what the realm says, not what you say.
  • Flavored laws — a handful of new policies (the Millers' Charter and its kin) can only be unlocked by specific rulings. No research path, no castle level, no purchase: rule the right matter the right way, and the law becomes yours to enact — enacted from the Policies page as usual, costs and cooldowns included.
  • Court banners — specific rulings and consistently-earned reputations unlock new flag patterns, symbols, and title flourishes. Cosmetic only, discovery only, never sold.
  • Legitimacy and Unrest now have teeth — court rulings move them day by day (still hard-capped alongside everything else). The "How laws work" note on the Policies page tells the fuller story.
  • Stories continue — some rulings have sequels. Decide a matter one way and days later its consequences walk back into your hall. Ignore or dismiss a continuation and the story ends there, for good — the court does not re-litigate.
  • Strange and wondrous things — a few matters cannot be waited for, only earned. Rule in character, and one day the Court Fool may have business with you. We will not be answering questions about the conditions.
1.31.0 Open Beta

1.31.0 — Open Beta ()

  • The realm enters open beta — the "Public preview mode" banner on the public pages is retired; every public page now reads Open beta. Nothing about your kingdom, the world, or the tick changed with the flip — the world that has been running is the world that continues.
  • What beta means, stated at the door — the signup charter now says it plainly: the realm is live and persistent, we intend your progress to stand, and in the rare case a beta defect forces it, progress may be adjusted or reset — always announced on this page first.
  • The operator signs the ledger — every public page's footer, and the Terms, Privacy, and Legal Hub charters, now name the operator and carry a monitored direct contact address alongside the Contact Support form.
  • Sturdier walls (behind the scenes) — a branded page now greets a wrong turn instead of a bare error, the realm refuses to open its gates at all if its own defences are misconfigured, and filing a censure can no longer charge you twice if the response goes astray on its way back.
  • Copy honesty sweep — a handful of degrade-state messages that still read as "coming soon" on long-shipped features (region message board, monuments, prestige tracks, crafting focus) now read as what they are: a transient loading problem with a refresh cue.
1.30.0 The Whisper Ledger

1.30.0 — The Whisper Ledger ()

  • Leak to the Crier — the owner of a private intel report can now publish it to the whole realm as a public whisper. The leak freezes the report exactly as it stood and is one-way: once it is public it cannot be pulled back. The leaker's identity is withheld at first — the realm sees the intel, not who spilled it.
  • Debunk and unmask — a fabricated whisper can be publicly recomputed by anyone with Shadow Networks (or better); if the numbers do not add up, the whisper is stamped a forgery and the leaker's honor takes the hit. A target who lands a counterintel sweep soon enough after a leak can unmask the leaking kingdom, revealing who it was.
  • Confidence, not just tiers — intel report tiers now read as confidence levels — Hearsay, Whisper, Report, Substantiated, and Verified under seal — while keeping the plain "Tier 0–4" wording for screen readers. This is wording only; nothing about how intel is graded changed.
  • Shipping dark, honest by construction — the public leak page is switched off for now while its Crier home is finished, so no leaks land on the live world yet. The whisper record is derived and permanent, computed the same way on every replay; it adds no new spy, detection, or loot tuning.
1.29.0 The Realm Calendar

1.29.0 — The Realm Calendar ()

  • The Realm Calendar — fixed moments in the world now read as in-world dates. The year has twelve realm months — Frosthold, Sleetwane, Plowbreak, Sowingtide, Greenswell, Highsun, Scythetide, Firstsheaf, Gleaningtide, Cellarfill, Saltingtide, Longnight — and years count from the founding, so 2026 is Year 1 of the Stead. A leap day, the Reckoning Day (29 Sleetwane), appears exactly when the mirrored calendar has a February 29.
  • Where you'll see it — the top-bar world clock, the live status banner, a kingdom's founding on its public profile, dispatch stamps in the News, contract deadlines, and the record of your orders in Notifications now show realm dates instead of raw tick numbers. The exact tick is always retained — hover any date to see it.
  • Honest by construction — the calendar is a pure display of the tick count: same tick, same date, for every player. It never drives anything in the world — nothing the engine does reads it — and "time left" countdowns still read as plain durations, unchanged. No data was migrated and nothing about how the world advances has changed.
1.28.0 The Roll of Oaths

1.28.0 — The Roll of Oaths ()

  • The Roll of Oaths — a new public page (no sign-in) that draws the realm's sworn diplomacy as one treaty graph: alliances are nodes, every live pact an edge, blocs clustered together. It is a lens, not an organ — it renders the exact treaty rows the game already keeps, identically for every viewer, so a screenshot means the same thing to everyone.
  • Recency and severance are the story — active pacts draw solid, proposals faint, a severed pact fades over seven days, and a broken oath scars with the day it broke. Directed pacts (protectorates, tribute, vassalage) point the right way; a pair with several treaties stacks into one labelled band, never an unbounded tangle.
  • It only reads — the Roll never accepts input: no annotations, no pins, no free text, ever. It shows sworn oaths, not rumors — an off-game handshake that is not signed in copper and upkept does not appear, by design. Rumors are the tavern's job.
1.27.0 Member Audits, the Academy & Muster Tables

1.27.0 — Member Audits, the Academy & Muster Tables ()

  • Member audits — officers publish a standard (building levels, unit counts, warchest floors, tax minimums, recent activity) and once per game day the game snapshots every member against it: pass/fail per check, warchest days of war upkeep, 7-day tax contribution, and an activity score. Members see their own row and the standard; officers see the roster; the panel is stamped "as of tick N" and is never live state. New members get a three-day grace, and anything the game can't evaluate is marked as such — never counted as a failure. The audit moves no money and enforces nothing by itself.
  • The academy — officers publish ordered training tracks (three ready-made templates included) and members or applicants enroll. Press Verify and the game checks your kingdom's real state; completed steps latch permanently, finishing graduates you, and officer overrides require a logged reason. Verification moves no copper — track rewards, where promised, pay only through grant programs with all their budgets and approvals.
  • Muster tables — each open alliance war seats a per-side target list: diplomats post assignments (target, priority, note), members claim and complete them, and the table archives read-only when the war settles. Coordination only: it gives no advantage in the fighting, and nothing about how a battle resolves ever reads it.
  • The Crier speaks plainly — the political stage page formerly introduced as "the Herald" is now The Crier (your own kingdom's decrees still publish from the Herald's Desk on the Messages page). War declarations and ratified peaces now hand both sides a prefilled writing desk, signed peace documents print every term in full, and the compose form offers a picker of this week's real events instead of asking you to name one yourself.
  • Names over numbers — borrowers, embassy pairs, assignees, and award recipients now show kingdom and alliance names; loans that cannot disburse under the daily outflow cap say plainly how large a vault they need; and the finance templates take proper names: the Faithful Tithe Purse, the Almoner's Relief, the War Chest Advance, and the Builder's Bond.
1.26.0 Alliance Grants & Loans

1.26.0 — Alliance Grants & Loans ()

  • Alliance grant programs — treasurers can set up rule-based payouts from the alliance vault (starter grants, rebuild-after-war funds, tax-compliance dividends, hardship bridges — ready-made templates included). Grants pay on the daily tick, inside hard program budgets and a daily outflow cap, with the full payment trail visible to every member. Eligibility reads only real game state — never logins, never commendation votes. Find them on the new Alliance Operations page.
  • Alliance loans — treasurers offer terms, the borrower must explicitly accept, and the total due is fixed at signing (no compounding interest, ever). Installments auto-deduct each game day after the alliance tax, as a flat amount or an income share; deductions never take you negative, missed installments get a 3-day grace, and an exhausted grace defaults the loan — remaining installments waived, reputation marked, publicly recorded. Leaving the alliance doesn't cancel a loan, and a disbanded alliance's loans are written off. Early repayment is available any time.
  • Treasury safety throughout: big awards and disbursements need two distinct approvers, self-approval is forbidden, and daily vault outflow from grants and loans is capped (currently 10% of the vault per day) — deferrals are recorded, never silent.
  • Political stage moderation hardening: content held for human review is now genuinely withheld until the review completes (you keep your draft and a pending-review notice), a post can no longer land on a board archived while it was in flight, and permanently sealing a shared embassy hall now requires diplomacy authority and is audit-logged.
1.25.0 Public Boards, Embassies & the Press

1.25.0 — Public Boards, Embassies & the Press ()

  • Alliance public boards — alliances can open message boards (currently up to 3), each configurable as world-readable or members-only and postable by members or officers. Threads, replies, and pins; you can delete your own post within a day; officers can hide posts on their own boards, with every removal logged and appealable to staff. Nothing expires, and new-post markers make the daily catch-up quick. Find them on the new Alliance Boards page, linked from the Community hub.
  • Embassies — petition another alliance for a shared public board. Accepted embassies spend a full, publicly visible day under construction before opening — let the world speculate — then members of both alliances share one board everyone can read, every post carrying its author's alliance tag. Each side moderates only its own delegation; either side can lock the board or close the embassy, and closed embassies remain as public read-only archives.
  • The player press — found a gazette (one per kingdom, plus one an alliance can sponsor), name your masthead, and publish broadsheets into weekly issues on the new Press page (currently 3 articles a day, up to 8,000 characters). The press argues about what it meant; the Chronicle remains the official record. Readable without an account.
  • The Crier now also carries the week's public judgements (Formal Commendations and Formal Censures), and every Crier record can be reported in-game from the page itself.
  • All new writing spaces run the same automated moderation as chat and profiles, are reportable, and can be individually sealed by the stewards during an incident. Officer first-line moderation handles alliance-local disputes before they ever reach staff. The new Rules of the Political Stage page in the Legal Hub explains exactly who moderates what.
1.24.0 The Crier: the Political Stage Opens

1.24.0 — The Crier: the Political Stage Opens ()

  • The Crier — a new public page (/herald) that gathers the week's political events: wars declared, treaties signed, ratified, and broken, and every concluded peace. Grouped by week with shareable archive links, readable without an account, and linked from the Community hub.
  • Speak on your own wars — the attacker and defender of a war can each publish one address while the war is fresh (about a game day, with a short grace period after it resolves). Your words appear under the official record, attributed to your kingdom.
  • Peace addresses and treaty notices — each signatory alliance's diplomats can publish one address on a ratified peace and one notice on a treaty they are party to, inside the same window.
  • Signed peace documents — when a peace bundle is ratified, the Crier now publishes the full signed document: every materialized term and both signatory alliances, as a permanent public record.
  • Formal Commendations and Formal Censures — alliance diplomats can enter a public commendation or censure of a kingdom or alliance into the permanent record, issued in the alliance's name (one live commendation and one live censure per issuing alliance and target — reissuing replaces, issuers can withdraw). These are purely political: they change no game numbers, ever. A censured target is notified.
  • All Crier prose is held to the same moderation as the rest of the realm's public writing and can be reported in-game; the stewards can seal the page during an incident.
1.23.0 The Great Rebalance

1.23.0 — The Great Rebalance ()

  • A faster first week — the starting grant was raised across the board (copper, wood, and especially stone), and the build queue now lets you bank up to 3 upgrades at once, including several levels of the same building. During your 4-day full shield, every build targeting level 10 or below finishes in a single tick, so a once-a-day player can realistically reach Castle 10 in the first few days. A small food safety net feeds your kingdom through the whole 7-day protection window (4-day full shield, then a 3-day taper).
  • Armies now march on their stomachs — every unit bills upkeep in both copper and food, scaled to its power. Food production is the real army cap: an army your farms can't feed deserts, most expensive units first. Deployed and locked units (patrols, spy missions, war commitments) keep billing while away, and unfed ones desert on return — no more parking troops to dodge the bill.
  • Combat has a true counter cycle: Infantry > Cavalry > Ranged > Infantry, with Siege as the only wall-breaker. Composition and scouting now beat raw numbers; walls genuinely hold until siege engines arrive.
  • Raid loot was rebuilt to protect active players and punish hoarders. A protected floor equal to your recent production is un-lootable; raiders take a percentage only of the excess, capped per raid and per attacker over time; 15% of loot burns in transit; and attackers always take real casualties (with a carve-out so tiny or hopelessly outmatched garrisons can't be ground to nothing). Fresh alliance scouting reports raise the take — raiding disciplined defenders loses money, raiding idle hoards pays.
  • Wealth must move: stockpiles held far above a working buffer now spoil a little each tick, storage caps burn overflow, producer sprawl past a generous free allowance pays an escalating upkeep surcharge, and a kingdom that takes no economic action for an extended stretch while sitting on a huge treasury stops accruing until it spends again. Goods listed on the market still count against storage and still spoil — escrow is not a shelter.
  • Market guardrails — the 3% sales fee is unchanged (now with a 1-copper minimum burn so dust trades pay too), listing prices must sit inside a wide fairness band around a reference price, each buyer has a rolling per-resource purchase cap, and stale listings now expire after about a day with escrow automatically returned.
  • Crafting pays more the deeper you go — refining margins now rise with chain depth, so specialists out-earn generalists. Facility recipe tiers unlock at levels 1 / 3 / 8 / 15 / 22 (castle gates apply), and from level 16 producer and refinery upgrades demand crafted components like planks and blocks — trade for what you don't refine. Elite troops keep one signature crafted input each; the deepest luxury craftables now feed the new monuments instead.
  • Monuments — the new opt-in endgame. Kingdom-scope dynasty monuments and alliance-scope wonders consume massive batches of high-tier crafted goods across many stages for prestige only. Alliance wonders support shared funding with pooled member contributions; no monument grants combat or economic power.
  • Alliance economy round-out: the high-tier alliance PvE raid shelves are finally reachable (rewards recomposed to stop undercutting crafter trade), group raid splits are contribution-capped so at least two real participants are always required, and shared scout intel makes coordinated raiding meaningfully more profitable. Solo play stays viable everywhere — friends make you faster, never mandatory.
  • Fair-play hardening from the exploit audit: locked units pay upkeep, market escrow can't shelter hoards from spoilage or caps, self-trades can't reset the idle-accrual clock, and a batch of raid- and market-side loopholes was closed.
1.22.0 Targeting, Battle Tactics & Crafting Clarity

1.22.0 — Targeting, Battle Tactics & Crafting Clarity ()

  • Nation Finder — the War Room now opens with a "Find a target" panel: browse every reachable realm, search by name or number, sort by strength, age, or name, and filter by chips (All / In range / At war / Unaligned / Hit you), then Scout or Declare War straight from a row.
  • Battle tactics — battles are no longer click-and-wait. Choose a stance, formation, and target priority, change your plan while a war is still in flight, set a standing defensive doctrine, and read an hourly battlefield report — and the after-action report explains how each choice shaped the result.
  • War rebalance: whether you can declare on a kingdom, and how much you can loot, now key off total kingdom score (military + economy + governance) instead of combat power alone — so a zero-military economy can no longer sit in a low band and become un-attackable while it snowballs. The ±25% war-band declare gate is now actually enforced.
  • Alliance wars now resolve reliably even at zero casualties — a war where the attacker never breaches the wall still opens and settles its record instead of stalling, so the outcome and naming always land.
  • Profile is now a first-login dashboard: the page you land on after signing in leads with a compact welcome band, a Kingdom Overview status grid, a Needs Attention list of real problems with fix buttons, your active build/research/training/crafting/healing queues, the daily reward, and concrete recommended next moves.
  • Profile customization and edit fixes — pick any heraldic color pair for your colors (the contrast restriction is gone), and a batch of edit bugs is closed: your Realm Chronicle, motto, and featured achievements can no longer be silently wiped by an unrelated save, lapsed-VIP rulers are no longer locked out of saving, and stuck "Checking…" tiles now resolve.
  • Forge and Recipe Book split — the Forge now shows only recipes you can craft right now (with an honest empty state for a fresh kingdom), and a new Recipe Book reference chart lists every recipe and spells out exactly what each locked one still needs ("Build the Lumber Mill", "Castle Lv. 6 (have 2)").
  • Scriptorium (research) redesign — research is grouped by status (In progress / Available now / Locked), completed work moves to its own archive, every card shows cost, time, and a headline effect, locked cards name the exact next step, and the inspector shows what each node unlocks with clickable jump links.
  • Home now points at the right opening moves — the "next move" recommendation follows a designed build order (wood → stone → food → barracks → the wider producers) instead of surfacing the costliest affordable building.
  • Policy balance: enacting a governance doctrine is now a substantial treasury sink (80,000–480,000 copper) to soak up idle-economy copper hoarding.
  • FAQ and Codex rewritten (/faq, /lore) to match what the live build actually does, so a new player's expectations line up with the game.
  • Stability and polish: flag-ribbon mottos stay legible on any field color, the leaderboard's sort/filter/search controls now sit with the rankings table, and Declare War / Espionage deep-links from public profiles target the right nation.
1.21.0 Identity, Safety & War Integrity

1.21.0 — Identity, Safety & War Integrity ()

  • Player and alliance identity overhaul — public profiles were revamped, and every player and alliance name now renders consistently across the whole game.
  • Alliance customization: alliance applications, a message of the day, heraldry (flag, crest, and background), custom roles with granular permissions, and richer public alliance pages.
  • War naming — wars now carry generated names, and the leader of the victorious alliance can seal a war's final name into the record.
  • Today-at-Court rulings finally matter: a court decision that shifts copper now applies a real economic modifier for the week instead of being silently discarded, and the panel shows the effect you'll actually receive. Most rulings previously did nothing.
  • Home's focal "Hold court" button now opens the pending court matter instead of scrolling in place, and it uses the clean canonical link.
  • Policy balance: Austerity Measures is no longer a trap pick whose own penalty undercut its benefit.
  • Community safety — automatic moderation now covers every chat message, private message, profile, and name, catching profanity, threats, personal-info leaks, and scams (including filter-evasion tricks), with warnings, timeouts, and bans for repeat offenders.
  • War reliability overhaul: fixed a class of bugs where wars declared in-game could stall and never resolve. Casualties, wounds, dispatches, loot, and war/battle scoring now record and settle correctly, and reports and notifications no longer leak or sit empty.
  • Reports, notifications, and stewards' controls now lead with the essentials and expand on demand instead of listing everything at once.
  • Moderation and admin tooling: a new Control Center for the team — message moderation, player oversight, a name-change ledger, and emergency freeze switches — plus a hardened, fail-closed admin dashboard with a step-up passphrase lock.
  • Stability sweep: fixed the "Admin dashboard failed to start" page, humanized error banners so an upstream hiccup no longer reads as a crash, and closed a month's worth of logged defects across war, the economy, identity, and the pages themselves.
1.20.0 Social, Live Chat & Clean URLs

1.20.0 — Social, Live Chat & Clean URLs ()

  • Live chat shipped to the in-game HUD — global rooms split by language plus a dedicated alliance channel, with a dockable panel you can minimize without losing your place.
  • Social features, first wave: build Friends and Enemies lists and send peer Commendations to rulers you respect.
  • Public profiles expanded — every player name across the site is now clickable through to a public profile, and profiles show kingdom age in years, months, and days.
  • Clean, shareable URLs sitewide: pages now serve at paths like /castle_keep and /faq, legacy .html links redirect automatically, and signed-out deep links land on a clean sign-in page instead of a 404.
  • Mobile is now a proper installable app — add Thronestead to your home screen for a native feel that keeps clear of your phone's notch and rounded corners, with touch response tuned to match. Content cards, market figures, and two-column grids no longer crush or overflow on phones.
  • The light-parchment "illuminated" reskin rolled across the live game UI, continuing the manuscript look from the public site into the kingdom HUD and panels.
  • Resource bar hovers now show production per tick on every resource, plus a Copper revenue breakdown, so you can read your economy at a glance.
  • Naming flow for Google sign-up: a prompt now lets you name your kingdom right after signing in.
  • Navigation streamlined — the standalone Statecraft door was retired and its pages folded into Alliance, Military, and Kingdom; the Hearth page was retired with its workforce breakdown moving to the HUD population hover.
  • Economy correctness: quest copper rewards now respect a 24-hour cap, farm-yield drift was closed, and building incentive math was audited and corrected.
  • Stability sweep: restored mouse-wheel scrolling on pages where a global fix had missed, fixed kingdom-rename errors and identity-edit data loss, hardened double-submit guards on social and alliance actions, and cleared a full dead-click / no-op pass across the UI.
1.19.0 Illuminated Manuscript & Performance

1.19.0 — Illuminated Manuscript & Performance ()

  • Design system reshaped toward an illuminated-manuscript medieval look — shared manuscript layer, Cinzel Decorative and EB Garamond typography, four sitewide ornaments, and one cohesive vellum sheet per page in place of the old stack of separate cards.
  • Three new hubs opened — The Keep, Statecraft, and Treasury — and Training, Military, and War Room consolidated into a single War Council hub for clearer command flow. [Editor's note: these hubs are now Home, Alliance, and The Books — see current navigation.]
  • Pages now remember what they last showed you and refresh themselves the moment something you did changes it — no stale numbers after a decree, a trade, or a rename.
  • Landing-page polish: proper wax-seal sigil, lighter hero scrim, explicit SVG dimensions to prevent layout shift, and honest meta copy.
  • Wording swept across the pages you read — engine terms replaced with the realm's own words, leftover sample text cleared, hub headings made consistent, and details that were never yours to see taken out.
  • Deleting an account now cleanly removes everything tied to it, with nothing left stranded behind.
  • A turn that fails partway now undoes itself completely instead of leaving the realm half-changed.
1.18.0 Engine, Combat & Sign-In Polish

1.18.0 — Engine, Combat & Sign-In Polish ()

  • Turn resolution hardened — the world's turns settle more consistently when the realm is busy, and safely if one has to be run again.
  • Wars, battles, and defeats now close out properly in several rare situations, and an allied march can no longer be left unaccounted for.
  • The ledger now balances every transfer end to end, so copper and goods can no longer quietly appear or go missing.
  • Signing in, signing up, and verifying your email all work again: the signup page's human check loads, three ways signing in could fail are fixed, signing out no longer bounces you to Overview, and email verification no longer runs ahead of itself.
  • Live updates reconnect again after a dropped connection; the public site's mobile menu opens, and the desktop layout no longer shows a spare Menu button.
1.17.0 Release Stability & Groundwork

1.17.0 — Release Stability & Groundwork ()

  • Releases go out cleanly now — every part of the game, the turn clock included, comes back up reliably after an update.
  • A data update that had already been applied no longer stalls the game coming back up.
  • Live updates are more reliable from end to end — fewer are dropped when the realm is busy.
  • Saving swept end to end: changes that could quietly fail to save now actually save, and anything that quietly fell back to a default now says so.
  • Groundwork for the next visual refresh laid quietly out of sight — nothing looks different yet.
  • Landing-page polish: hover flicker cleared from the lane chips, the world-clock pill, and the turning wheel.
1.16.1 Auth Lifecycle & VIP Launch

1.16.1 — Auth Lifecycle & VIP Launch ()

  • Signing in now holds across the whole site — moving between pages no longer quietly signs you out.
  • A full sweep of sign-in and session handling, stewards' sessions included; signing out now finishes cleanly in the right order.
  • VIP subscription tier shipped alongside a public donate page; one-time supporter flow preserved.
  • Statecraft Preview door added so Diplomacy, Espionage, Patrol Watch, and Peace Negotiation are reachable and can be acted on.
1.16.0 Actions Come Alive

1.16.0 — Actions Come Alive ()

  • Alliance, Vault, Treaties, and Officer screens can now be acted on, not just read.
  • The world menu now has doors to Bank, Community, Achievements, Population, Production, and World News, which had no way in before.
  • War Room adds a dedicated Battle Command screen, a picker for choosing which troops march when you declare war, and a "Help My Ally" reinforcement loop visible across Alliance, War Room, and Battles.
  • Profile and Settings now save for good: kingdom rename, the sigil, portrait, title and flag heraldry pickers, and your display and gameplay preferences all stick.
  • Market Buy now checks your copper and your warehouse space up front instead of failing quietly a turn later.
1.15.0 Public-Site Cohesion & Stability Sweep

1.15.0 — Public-Site Cohesion & Stability Sweep ()

  • Patch Notes now looks like the rest of the public site.
  • The Service Status banner's spacing and borders now match every other page.
  • When the live service status can't be read, Patch Notes now says so plainly and tells you what to do.
  • The release archive now runs newest first.
1.14.1 Alliance Command & Policy Completion

1.14.1 — Alliance Command & Policy Completion ()

  • A single Alliance page shipped, with Overview, Members, Vault, Treaties, War Coordination, Changelog, and Shared Objectives tabs.
  • Terms, Privacy, and the Code of Conduct expanded to their full published form.
  • Alliance pages are easier to use with a screen reader, and say something useful when the realm is slow to answer.
1.13.2 Public Landing and Readiness Polish

1.13.2 — Public Landing and Readiness Polish ()

  • The wording that greets a new ruler, and the signposts through a first session, both refined.
  • The homepage teaser and the release details beside each entry now read from the same source as this page.
  • Page addresses were tidied and every page re-checked for readiness before release.
1.13.0 The War Timeline Widens

1.13.0 — The War Timeline Widens ()

  • War timeline stage names now read the same everywhere they appear.
  • Support, recon, and recall now keep to the battle's own stages, so their timing is predictable.
  • Alliances can be alerted about more kinds of event.