v0.3.7
Epithets in Settings & Item Fix
28 June 2026
Added
- AddedEpithets are now accessible directly from the Settings panel. Open Lord Overview, click the settings cog, and the new Epithets & Titles section lets you open your epithet collection without hunting for the header button.
Fixed
- FixedItems used while a second city was active were incorrectly applying to the main city instead of the active one. Speed-ups, resource items, and other consumables now correctly target the city that is currently selected.
v0.3.6
Small Improvements & Bug Fixes
27 June 2026
I have been putting out larger cross-game features quickly, with the thinking of getting things out fast, gathering feedback, and solving problems as we go. I found that approach is frustrating, especially when things break in ways that cost you progress. There is enough depth across various systems now that I am shifting focus for the next few weeks to stability and bug fixes. Apologies to anyone who hit problems along the way, and thank you to everyone who has reported issues and kept the feedback coming.
Fixed
- FixedA number of bugs related to second city usage. The multi-city feature was released quickly and several edge cases were not caught until players hit them in practice. These have been investigated and corrected across city switching, resource display, building state, and march handling.
Changed
- ChangedAll troop details have been replaced with full troop information and data. Stats, roles, and unit descriptions are now accurate and consistent across every troop type.
- ChangedBattle reports now include a Replay Battle button at the bottom of each report. Pressing it gives a round-by-round playback of the combat. This is currently in progress and not yet fully accurate, but it is available now and will be fully completed over the next few days. If you have a report you believe resolved incorrectly, share it via Discord and the raw data can be investigated, including factors like research tech differences or Dragon Tamer buffs that may not be visible in the report itself.
v0.3.5
Cities, Fortification & Tavern
25 June 2026
Added
- AddedV1 multi-city support released. Players can now own and manage multiple cities. Switching between cities is supported; reinforcing cities is currently enabled while tech research remains per-city and is not shared across cities.
- AddedSettings panel now includes a toggle for every animated element: clouds, subtle background animations, and other visual effects can each be disabled independently. Useful for lower-end devices or players who prefer a cleaner view.
- AddedTavern (V1). A new city building where you can recruit heroes. Currently limited in scope: the tavern is per-city and recruited heroes can only be assigned as mayor of the city they were recruited in. More functionality planned in future updates.
- AddedFortification added to the game. Players can now build five fortification types on their walls: Traps, Abatis, Archer Towers, Rolling Logs, and Defensive Trebuchets. Walls now absorb a portion of incoming attack, adding a meaningful defensive layer to city combat.
- AddedBuild and research time estimates now shown in dialogs before you commit. You can see the time to complete a build or research at a glance without needing to start it first.
- AddedWheel of Fortune expanded with a larger item table and a rarity tier system, offering more variety across a broader range of reward quality.
Changed
- ChangedPerformance improvements to the rendering layer for subtle animations. Reduced unnecessary redraw work for background visual effects.
- ChangedCancelling a recall march no longer charges the full return journey. The penalty is now calculated from the point of cancellation rather than the entire trip home.
- ChangedResources looted from combat are now added to your city when your troops return home, not at the moment combat resolves. This makes the resource gain consistent with the troop return flow.
- ChangedStatistics panel updated to handle lords with multiple cities. Aggregate and per-city breakdowns now display correctly as city counts grow.
- ChangedMarch UI text readability improved. Labels and values on the march panel are clearer and easier to read at a glance.
- ChangedNPC and boss respawn behaviour improved. Respawn timers and placement logic have been revised for more consistent and predictable respawning across the world map.
- ChangedLoading times improved and client-side caching strengthened across several areas for a faster experience on return visits.
- ChangedCottage level requirements added to select building upgrades. Not every upgrade is gated, but certain higher-tier upgrades now require a minimum Cottage level, tying city population capacity more meaningfully to overall city development.
Fixed
- FixedValleys disappearing from the world map when a new city was built nearby. The map now correctly redraws valley tiles after city placement.
- FixedBarracks training cap not enforced correctly. Total active training orders across all Barracks is now capped at 5 as intended.
- FixedBug on the Wheel of Fortune causing incorrect reward resolution in certain cases.
- FixedCap mismatches on valleys, resources, NPCs, and second cities where the frontend displayed different limits than the backend was enforcing. Frontend and backend limits are now consistent.
- FixedCancelling research and building upgrades now working correctly in all cases. Some cancel actions were previously not resolving as expected.
- FixedSkill training sync issues investigated and addressed. Training progress now syncs more reliably between client and server.
- FixedAttacking a monster during its respawn window could result in a march being sent at a target that no longer existed. Marches now correctly validate the target is present before resolving combat.
- FixedMarches could be sent to attack empty flat tiles. Attacking a flat with no valid target is now blocked.
Balance
- BalanceMedal drop rates slightly increased across all content.
- BalanceItem drops and Dragon Tamer items can now be found anywhere on the map. Every source has a chance to drop any item, though at very low base rates. Certain areas and higher-level targets retain meaningfully higher probabilities for their associated drops, so playing in the right zones still pays off, but no item is locked to a single location.
- BalanceDrop rates fine-tuned across the board. Various sources had their individual drop tables reviewed and adjusted for better overall consistency and reward feel.
- BalanceNPC resource yields tuned at higher tiers. Higher-level NPCs now reward amounts more proportional to the troop cost of defeating them.
- BalanceMonster difficulty and stat scaling reviewed and adjusted across all tiers. Various monsters rebalanced for more appropriate challenge curves relative to troop investment required to defeat them.
- BalanceCatapult role reworked. Previously catapults were effectively a longer-range, higher-damage version of ballistae and archers, making them overlap rather than complement. Stats, cost, and behaviour have been adjusted so catapults fill a distinct tactical niche rather than simply outperforming ranged units at every range band.
v0.3.4
Capture Rewards & Queue Cancellation
24 June 2026
Added
- AddedNPC capture now grants two persistent buffs active while you hold the NPC: a primary buff and a secondary sub-buff. Each server tick also delivers a passive troop acquisition that steadily grows your forces, and a daily chest becomes claimable once every 24 hours. Example rewards for a mid-tier capture:
► +2% Food Production (primary buff)
► +1% Resource Production (secondary buff)
► +100 Food / hr (tick drip)
► +2 Workers, +2 Transporters / hr (tick drip)
Buff strength and troop yields scale with NPC level.
- AddedEpithets: cosmetic titles earned by playing the game, worn as a tag next to your lord name. Unlock them naturally through milestones and regular play. Once unlocked, epithets appear in your Overview panel where you can browse and equip whichever one you want displayed.
- AddedCancel button for building upgrade queues, research queues, and troop training queues. Any in-progress job can now be abandoned at any time from the relevant dialog.
Changed
- ChangedCancelling a building upgrade or research job refunds a portion of the resources spent. The refund scales with remaining time: cancelling early recovers more. Cancelling troop training also refunds proportionally.
- ChangedConstruction times increased on several mid-to-high tier buildings to better pace city progression toward higher levels.
Balance
- BalanceMedal drop rates slightly increased across all content. Medals should feel more attainable at every stage of play.
- BalanceItem drop rates reduced overall, but the drop table is now universal: every item can drop from any source on the map. Probability is weighted by zone, NPC level, and distance from spawn, so the right areas still reward the right items more often, but no item is locked to a single location.
Fixed
- FixedTroop training showing a count mismatch error when queuing the maximum possible number of troops. This was caused by a timing gap between the client and server; waiting a few seconds previously resolved it. The client now waits for server confirmation before updating the displayed count, so the error no longer appears.
v0.3.3
Reports, Rally & Troop Updates
23 June 2026
Big thanks to Azeemed, Naz, and Relapse for all the help finding bugs, suggesting improvements, and keeping us honest.
Added
- AddedWall HP system. Walls now have a hit point pool that takes damage during combat. Fortifications can be worn down through sustained attack, adding a meaningful attrition layer to siege.
- AddedShare Reports: each report now has a Share button in the top-right corner. Clicking it generates a shareable external link with coordinates hidden. The link is only created on demand and is not exposed until the share button is pressed.
- AddedDrop rewards shown inside battle reports, with UI additions to make drops visually distinct and easier to read at a glance.
- AddedCoordinate copying and bookmark list. Coordinates on the map can now be copied to clipboard, and players can save locations to a personal bookmark list for quick reference.
- AddedDetailed troop information panel. Troop descriptions now give a meaningful sense of each unit's role and relative strengths without exposing hard stat values.
Changed
- ChangedMail removed from the Reports dialog. The tab now shows only battle and march reports, reducing clutter.
- ChangedRally Spot reworked. Levels 1-5 each add one additional march slot. Levels 6-10 instead increase march capacity (troop count per march) rather than adding more slots, making a second Rally Spot meaningfully useful at high levels.
- ChangedReports info and layout refreshed with improved displays and additional contextual detail.
- ChangedTile hover effects and the click popup dialog both received a UI pass for clearer visual feedback.
- ChangedIcon set updated across the interface as part of a small icon overhaul.
- ChangedAlliance UI overhauled for a better look and feel. Layout, styling, and interactions updated throughout the Alliance panel.
- ChangedSkill level 10 announcements now always post to the global chat so the whole server can see when a lord maxes out a skill.
- BalanceTroop training speeds revised to more closely match classic pacing values.
- BalanceCatapult cost and attack power significantly reduced (under active testing; may revert).
Fixed
- FixedInvalid tech_id for certain high-tier research entries causing server errors on completion. Thanks Naz.
- FixedSkill stats not accumulating correctly: the total XP gained since training began was not being shown. Thanks Fatul.
- FixedMisleading text around conquering NPCs at 0 loyalty was displayed even when the conquest action was not yet possible. Text now only appears when the action can actually be taken.
- FixedVarious small additional fixes.
v0.3.2
Bug Fixes & QoL Improvements
22 June 2026
All issues in this update were discovered and reported by Relapse during playtesting. Thanks for the sharp eyes.
Fixed
- FixedDuplicate battle reports: combat reports were appearing multiple times in the Reports dialog after a march resolved. Each report now correctly appears once.
- FixedStarting city placement was offset toward the map edge on new accounts. New players now spawn in a more central region of the world map.
Changed
- ChangedTax and Loyalty panel redesigned to clearly distinguish the two values. Tax rate and its gold output are now shown separately from the Loyalty meter, making the trade-off between higher tax and loyalty decay easier to read at a glance.
- ChangedQuest names revised throughout for clarity. Objectives and quest titles now better reflect what the player is actually asked to do.
- ChangedQuest progress is now captured and displayed mid-quest. Partially completed objectives show current progress counts (e.g. 2/5 Barracks built) rather than showing nothing until the quest is fully done.
v0.3.1
Wiki & UI Fixes
22 June 2026
Added
- AddedDual Barracks training queues. You can now queue different troop types in separate Barracks at the same time, so multiple training orders run in parallel across your city instead of one after another.
- AddedMobile support (work in progress). The game can now be played on phones and tablets. Layouts scale to smaller screens and touch controls are supported. Further polish is ongoing.
- AddedGame Wiki covering all core mechanics: buildings, troops, combat, research, titles, medals, alliances, lore, and a full new player guide.
- AddedUpdates page (this page) with full patch history.
Fixed
- FixedMy Items dialog: item cards were appearing stacked on top of each other instead of in a grid. Items now display correctly in their scrollable grid layout.
- FixedMy Items dialog: the bottom action bar was appearing near the top of the dialog window instead of at the bottom.
v0.3.0
My Items & Academy Orders
21 June 2026
Added
- AddedMy Items dialog with four tabs: Chest (consumable items and speed ups), Speed Ups (build and training acceleration items), Medals (all medal types with quantity tracking), and Gear.
- AddedAcademy Orders system. At Academy level 5, lords choose a permanent specialisation Order: Arrow (archers and range), Cavalier (mounted troops), Ram (siege weapons), or Pike (infantry and defence). The choice is irreversible.
- AddedTier III Order masteries unlocked per Order: Arrow gets Longbow Mastery, Suppression, and Tower Command; Cavalier gets Swift Strike, Mounted Charge, and Abatis Defiance; Ram gets Heavy Ordnance, Battering Persistence, and Siege Coordination; Pike gets Phalanx Formation, Hardened Shield, and Stubborn Ground.
- AddedSpeed Up items now apply immediately to the soonest active build or troop training queue entry. The server returns the updated
completes_at timestamp; the client updates the displayed timer without a full page reload.
v0.2.0
Core Game Systems
June 2026
Added
- AddedConstruction queue stored as absolute completion timestamps in SQLite. Building progress is server-authoritative and survives server restarts. Past-due builds are resolved on the next server tick or when a player reconnects.
- AddedResearch system with Tier I (Military Science, Archery, Iron Working, Shield Craft, Horsemanship, Logistics; plus five economy branches) and Tier II specialisation research with prerequisites. Research resolves on server time while offline.
- AddedTroop training queue per Barracks with parallel queues across multiple Barracks buildings. Higher Barracks level unlocks additional troop types and reduces training time.
- AddedAlliance system: create an alliance (requires Embassy level 3), invite players, set diplomatic relations (Allied, NAP, War), and view alliance territory on the world map.
- AddedPrestige formula: each action awards
floor(xpValue / sum(TownHallLevels)). Prestige from buildings, research, troop training, and combat victories. Troop losses in battle reduce prestige.
- AddedTitle promotion system: ten titles from Civilian to Prinzessin. Each requires a prestige threshold, a gold payment, and specific medals. Promotion awards bonus prestige and raises the city cap.
- AddedHonor system: a separate PvP score distinct from prestige. Earned by winning favourable trades in player-vs-player combat. Not affected by NPC or valley attacks.
- AddedWarehouse protects resources from looting up to a per-resource cap. Resources above the cap are at risk when attacked.
- AddedLevy system: collect a daily gold bonus from city population via the Town Hall.
Balance
- BalanceTroop food upkeep values tuned across all twelve troop types to reflect actual game data. Catapult upkeep is significantly higher than ballista despite equal combat stats, reflecting the cost of fielding heavy siege.
v0.1.0
Beta Launch
May 2026
Added
- AddedWorld map rendering via Phaser tile engine. Grass tile variants and feature placement are deterministic functions of world coordinates so the map stays visually consistent as the camera pans. Features render in a bottom-anchored depth pass above the base grass layer.
- AddedCity building system: 14 building types placeable in city grid slots. Upgrade costs scale by 2^(level-1) from base values. Building levels gate construction of other buildings and unlock troop types and features.
- AddedHero system: recruit heroes from a rotating Inn roster. Each hero has three attributes (Attack, Politics, Intelligence). Assign heroes as city Mayor or as march commander via the Feasting Hall. Redistribute hero attribute points freely. Heroes gain experience when troops die in battles they lead.
- AddedCombat system: round-based resolution on a one-dimensional distance line. Range and speed determine free-fire windows. Distinct-speed fodder layers force multiple attacker stops, multiplying the number of free-fire rounds for defending archers.
- AddedMarch system: scout, attack, transport, and reinforce march types. Travel time is distance divided by the speed of the slowest unit in the march. All marches are round-trips; troops return home after completing their mission.
- AddedValley interactions: seven valley types (Grassland, Swamp, Lake, Hill, Desert, Forest, Flat) each granting a resource production bonus when held. Valleys cycle through levels 1-10 daily. Flat valleys can host new cities.
- AddedNPC city interactions: 10 NPC levels with scaling garrison difficulty. Attacks drop resources and medals. Garrisons regenerate over time, making NPCs renewable farming targets. Level 10 NPCs are the sole source of Justice and Nation medals required for the top two title ranks.
- AddedServer-authoritative economy: resource production stored as rate + last-updated timestamp. Current resource value is computed on read, not per-frame. Offline production accumulates correctly during server downtime.
- AddedWall fortification system: Archer Towers, Traps, Abatis, Rolling Logs, and Defensive Trebuchets. The presence of any range fortification (Trap, Abatis, or Trebuchet) sets the wall's firing range to 5,000 (Range Defence posture). Archer Tower-only walls operate in Compact Defence posture.
- AddedSkills system: eight lord skills (Attack, Strength, Archer, Fletching, Defence, Smithing, HP, Prayer for combat; Cooking, Fishing, Mining, Woodcutting for economy). Bonuses stack multiplicatively across stacking skills.
- AddedPersistent browser-based game (PBBG) architecture: all authoritative state lives server-side. The client renders only. Players can log off and return to find builds completed, troops trained, and marches resolved.