A lost connection no longer breaks a game: it comes back by itself and picks up where you were, in the room as in the game.
Five new maps: the Great Plain, the Archipelago, the Crown, the Shield and the Maze.
Rich lands to hold: fertile land, lodes and shoals give more to the building that suits them. Ports join the roads.
Buildings go up twice as fast and can be dragged from the bar to the map. A castle laid on another raises it, and a market shows its roads before it is laid.
The fewer its men, the faster an army goes, and every boat sails at one pace. In the room, a Ready box and the countdown for everyone. In the game, full screen.
Version
v0.10.1
The Journal shows the latest article first again.
Version
v0.10.0
A game you left is still yours: your seat waits 2 minutes from the home page, and at the end everyone comes back to the room.
Shields and armies move smoothly, however many, and a lord’s own gather as one from afar.
In Free lands, a castle falls to a siege and is raised with a click on its golden button. A warship shows the water it can reach.
Scraps of land get eaten from their edge inwards, an army can cross an ally to strike further, and its survivors always become peasants again.
Teams count their land together, the winning share falls until someone holds it, and hard bots play far better in teams.
Version
v0.9.0
Online, the host can stop the game and bring everyone back to the room, with the same settings.
In Conquest, each castle held bears a great shield in its lord’s colour, and the region under the pointer lights up and tells how it stands.
A new settings window, a cross to close the tutorial and an option to turn it off. Signed in, your settings follow you from one device to the next.
The room uses the game’s own buttons and windows, and the map changes in its settings. An expelled player stays out, and a reloaded room comes back as it was.
Armies chasing boats move across the sea, with no straight line over the land.
A new mode, Conquest: the land cut into regions, each with its castle to besiege and take.
Freer armies: every click raises one at your border, mercenaries to hire, battles at sea, and desert and snow that slow your troops and wear them down.
A livelier map: buildings in volume and scarred by war, men redrawn, a glinting sea, lands on fire.
A guide for your first game, a game book made anew, a truce at the start that you set, and a host who can hand over.
The game under your fingers on phone and tablet: gestures, menus and windows reworked.
Maps of the real Earth and of legend: the British Isles, France, Europe, the World, Middle-earth and Westeros, with their true rivers, woods, deserts and mountains.
A campaign map painted in its relief, smooth even on the whole World, and a strategist’s view when you zoom out.
The sea in play: ports, merchant ships, warships, armies crossing by boat and fighting on the water.
A heraldic HUD, a new home with a game playing behind it, and your lord named, kept from one device to the next with Google.
Sound and music, adjustable, and hard bots that truly press.
Play online: the public game for up to 20 players and no bot, and the games you create, set in their book (land, bots, teams, opening), alone or with friends invited by a code.
Truer lands: ranges of high mountains cut by passes, and fronts that wind like coasts.
A richer game: the standard planted where you like, peasants fed by the land and the villages, mercenaries, castles that shoot, archers, the troublemaker and the trebuchet, offerings and teams.
An interface redrawn in the game’s matter: no backgrounds, the lords’ list, the action bar, gauges, the right click’s menu, hints, and playable on a phone.
The home, the Journal and the site’s pages in the same matter as the game.