Update 5.41: Find Me, Guides

Warzone has just been updated to version 5.41.0! This update adds a bunch of new features and makes improvements to the game and app. This blog post describes what’s changed.

This update is live now on the website at warzone.com and on the standalone clients. This update will come to the Android and iOS apps in the coming week or two.

Find Me

Have you ever opened a large map and struggled to find your own territories? A new Find Me button now appears below the Commit button at the start of big games to help you quickly locate your position.

The feature isn’t limited to your own territories. You can use it to highlight any player, any team, or even all neutral territories.

While the Find Me button only appears at game start, the functionality is available at any time through Game -> Statistics. Click the green magnifying glass next to any player’s name to jump to their territories. This is also how you can group and view a team’s territories during a match.

Guides (beta)

Warzone now includes a built-in system called Guides, designed to help new players learn how to play the game.

Warzone has always offered a basic tutorial covering attacks and bonuses. Beyond that, however, the game did little to teach players the many other systems and settings that are important for new players to learn.

The new guide system addresses this gap. The goal is for guides to be able to explain everything a player needs to know to compete on any template.

The key innovation is that guides are template-aware. When you open the guides menu while viewing a specific game, the guides automatically tailor themselves to the settings of that game.

Previously, learning something like move order required multiple steps: opening the wiki page, reading about every possible move order, returning to your game to find the setting in a huge list, then cross-referencing additional settings that influenced it. Many settings referenced others, creating a confusing chain of information.

Guides remove this friction. Because they understand the exact configuration of the game you are viewing, they can generate clear, concise instructions. They can effectively be a custom-rulebook for that template. Further, guides are making heavy use of screenshots and videos to demonstrate concepts.

Guides are still a work in progress. This update introduces 11 guides: basics, combat, fog, cards, wastelands, commanders, picking starts, distribution, bomb card, order sequencing, and basic strategy. These are enough to fully cover the rules for three templates: Small Earth Auto Dist, Small Earth One Wasteland, and Small Earth Commanders and Bomb Cards. If you open a game using any of these templates, selecting Help -> Guides will walk you through everything you need to know to play. Other templates are not fully supported yet, and may be met with pages that inform the guides aren’t implemented yet.

This initial release will be used for playtesting with new players, and the guides will continue to be refined based on feedback, and also further integrated into the game. The intent is to eventually replace most of the in-game “?” buttons with game-specific guides instead of links to the wiki, as well as offer tutorial-type guides and other help when introducing new templates.

Fizzer AMA

This Monday, December 15th at 11am PDT, Fizzer will be doing an Ask-Me-Anything session live on twitch! Feel free to drop in and ask any questions you have, or if you can’t make it, you can post your questions to this thread and view the recording containing your answer after it’s over.

Other Changes

  • Classic: Removed phantom attacks (non-executing attack/transfer orders at the end of your orders list are now grouped with your last executing order to avoid information disclosure)
  • Classic: Lowered the boot timer of “Small Earth Commander and Bomb Card” slightly from 3m+5m banked to 2m+5m banked.
  • Classic: When creating a game, the cards are now sorted in a more logical sequence (for example: spy, reconnaissance, and surveillance are now together)
  • Classic: In mega games, the Smoky Black textured colors (like Smoky Black-Circles) were not very visible, so they were replaced with Midnight Blue.
  • Classic: Fixed the range shown on the Analyze Attack graph for games using the luck modifier and very small offensive kill ratios.
  • All: The tournament players tab now shows how many wins, losses, and in-progress games each player has.
  • All: Strengthened the tournament bracket player highlight color.
  • All: Indented bbcode list items so it’s easier to see one list item from another.
  • All: The Warzone wheel now double-checks that you’re eligible for a spin before launching the ad, to ensure the ad is not watched needlessly.
  • All: Fixed tournament bracket not updating after clicking refresh.
  • All: Fixed a bug with the map designer that affected maps whose svg file had territories that were smaller than a single pixel.
  • All: Fixed a bug with the map designer that affected maps whose svg file had territories inside a “display:none” group.
  • All: Fixed a bug with the map designer that affected maps who had an object that started being drawn at exactly x=0 y=0
  • All: Fixed the mail icon continuing to flash after deleting unread mail.
  • Website: Added tournament name into the page’s metadata and title.
  • Website: Link-enabled the buttons to view a map on the map browser page, so they can be opened in a new tab.
  • Website: Fixed map thumbnail in settings panel.
  • Website: Fixed zooming with touchpad so it’s more smooth.
  • Website: Fixed editing your profile’s favorite tournaments.
  • Website: Fixed coin balance in the upper right corner not updating when spending coins in idle.
  • Idle: Fixed auto-dig not starting digs in the middle of a time warp.
  • Idle: Fixed auto-artifact-swapper giving errors if you’re upgrading an artifact it’s trying to swap out.
  • Idle: Fixed an error that could occur if auto-dig finished an artifact at the same time you were re-arranging artifacts in your list.
  • Unity: Fixed a visual bug that sometimes made some text be too big or slightly red, since the bounce animation didn’t fully complete.
  • Unity: Fixed a bug when switching accounts that made idle not show the new account’s idle progress.
  • Mods: UI.PromptFromList can now specify a “player” instead of a “text”, which contains a player ID. This will show the player’s name and color as the button. See Diplomacy2 for an example.
  • Mods: Fixed playing cards when a mod changes your orders list in Client_GameOrderCreated.
  • Mods: Fixed allowing too-high values for power on custom special units, which would break the game. Power is now limited to 100,000.
  • Mods: Fixed TerritoryStanding.Structures so it’s consistent across platforms when using numbers instead of the enum values as the table key.

Update 5.40: Tournament UI, Deleting Mail, Map Optimization

Warzone has just been updated to version 5.40.0! This update adds a bunch of new features and makes improvements to the game and app. This blog post describes what’s changed.

This update is live now on the website at warzone.com and on the standalone clients. This update will come to the Android and iOS apps in the coming week or two.

Improved Tournament UI

As part of Warzone’s mission to improve the UI throughout the entire game, the tournaments UI has been re-vamped with new features and better usability.

  • The colors and sizing of the tournament brackets is improved to more easily fit it on the screen.
  • For mobile users, the tournament UI is now in tabs, making it easier to navigate.
  • For web users, team tournaments now displays the name of each player instead of just saying “Team X” and requiring navigating to the Players tab to understand who’s in that team.
  • For web users, you now have access to the “find” button which makes it easy to find a specific player and track their progress through the tournament.
  • For web users, you can now fully view tournament settings, including mod settings.
  • A unified UI between web and mobile, so it’s easier to switch back and forth without having to learn two different UIs.

Deleting Mail

It’s now possible to delete mail threads that you don’t want in your inbox anymore. Deleting a mail thread only deletes it for you. Other players in that thread will still have it in their inbox.

When you delete a mail thread, you’ll be asked if you want to receive further replies to that thread or not. If you elect to receive further replies, then the mail thread will re-appear in your inbox if anyone in the thread posts to it. If you elect not to receive further replies, then you’ll never see it again and other players in the thread will be able to see that you deleted it.

Map Optimization

When a new map is uploaded, Warzone now applies an optimization routine to it designed to reduce the size of the map. This will eliminate unnecessary vertices and move vertices around with the goal of reducing map download times and increasing map rendering performance. This affects both the 2d and 3d versions of the map, with the 3d versions of the map seeing the greatest performance increases.

All new maps published after this update will be automatically optimized. Maps published before this update will be optimized over the next couple weeks from the time of this blog post.

Some maps were already well-optimized by their level creators and will only see modest gains (e.g. Rise of Rome which only fell in size by 17%), but others will see huge gains (e.g. Europe Huge which nearly halves in size).

Fizzer AMA

This Thursday, November 6th at 11am PDT, Fizzer will be doing an Ask-Me-Anything session live on twitch! Feel free to drop in and ask any questions you have, or if you can’t make it, you can post your questions to this thread and view the recording containing your answer after it’s over.

Other Changes

  • All: Feature requests now show their status (active / completed / declined) on the discussion results page.
  • All: Fixed Warzone wheel from looking like it was spinnable when it wasn’t.
  • Classic: Moved the join/decline buttons in the lobby from the footer to the main tab so they’re easier to see.
  • Classic: Quickmatch now refreshes in the background instead of blocking your input, which makes it faster to start a new real-time game after finishing one.
  • Classic: Fixed special units not being un-checkable in the attack/transfer dialog in multi-attack if an earlier order in the attack chain was broken.
  • Classic: Fixed a bug with custom scenarios that could cause an error if a player in a slot declines, then their slot is filled, and they re-join.
  • Classic: Fixed declined/removed by host players sometimes not being shown in the lobby.
  • Classic: Fixed a bug that would cause an error if an invite-by-code game was created on settings that supported fewer than 2 players.
  • Classic: Fixed open seats in the lobby showing an hourglass icon.
  • Classic: Fixed copying coin games producing an error.
  • Unity: Discussion posts by Fizzer now identify him as the Warzone Creator, just like already happens on the website.
  • Unity: The My Games page now refreshes in the background instead of blocking your input, which makes it faster to enter the next game when returning to this page.
  • Unity: Updated Unity version to 6000.0.61f1
  • Mods: If a mod makes an invalid custom structure string, the game now displays blank instead of throwing errors.
  • Mods: Fixed a bug with hybrid distribution if a player got booted during distribution.
  • Website: Fixed deleted or suspended accounts from showing up on the points page.

Update 5.39: Emojis, real-time nudge, 3d map designer

Warzone has just been updated to version 5.39.0! This update adds a bunch of new features and makes improvements to the game and app. This blog post describes what’s changed.

This update is live now on the website at warzone.com and on the standalone clients. This update will come to the Android and iOS apps in the coming week or two.

Emojis

The Warzone Unity app (iOS, Android, Standalone) now has support for 55 emojis, up from only supporting 17 before! The browser version continues to support all emojis since it can pull from your operating system, but the Unity app must embed each emoji it’s capable of displaying. Here’s the new list of supported emojis, which were picked based on how frequently they were used in Warzone games:

🙂😊😋😍😎😀😁😂😂😃😄😅😆😉🤣☺☹😭💩😘👌🗿🐸😜🤔😢😈👎♂🙏😬🙃💪😏😳😱👏🙄🙈😑☻🔫😝😔🤬💀😩👀👍😡☭♥❤😥

Real-Time Nudge

The Nudge feature can now be used in real-time games! This can be used if a player that has joined a real-time game has not taken their turn and has 90 seconds or less remaining before they’ll be auto-booted. Any player in the game can click on their name and click the nudge button, which will send that player a notification kindly reminding them to play before they get booted. Players can only be nudged in real-time games once per hour, to prevent excessive notifications.

3D Map Designer

The map designer on the website now supports 3d mode, just like the Unity app!

3d mode on the website can be enabled by going to Account Settings -> 3d Mode. Prior to this update, the map designer was the only part of the website that didn’t work in 3d, so that means with this update 3d mode now works across the entire site!

This enables map designers who make maps using their browser to use the 3d features such as terrain textures and heightmaps.

Friday AMA

This Friday, September 19th at 11am PDT, Fizzer will be doing an Ask-Me-Anything session live on twitch! Feel free to drop in and ask any questions you have, or if you can’t make it, you can post your questions to this thread and view the recording containing your answer after it’s over.

Other Changes

  • Classic: Added turn number seperators to game groups and private chat.
  • Classic: Quickmatch now calls out in the game description if a player is one of the 100th top ranked players in the world on a template.
  • Classic: The option to create mega games now shows up if you have reached the 40 player invite limit, just to make it more discoverable.
  • Classic: Increased the number of decimal digits that are shown in many create game and create tournament pages, for example if you want a blockade multiplier of 3.333 it no longer rounds to 3.3 upon revisiting the page.
  • Classic: Fixed the send chat button from shrinking when lots of chat was entered.
  • Classic: Fixed copy-at-turn for custom scenario manual-dist games.
  • Website: Added a prompt to multi-player games asking if you want to enable browser notifications.
  • Website: Added icons to the website’s main drop-downs.
  • Website: Fixed red notification numbers above the chat button in the upper right.
  • Website: Fixed some characters, like emojis, being filtered from website input.
  • Website: Fixed clan war timeslots list not being link-enabled.
  • Website: Fixed labels being too small in some places, such as when searching for players by name on the invite screen.
  • Website: Fixed Teams tab of Statistics dialog.
  • Website: Fixed progressive reinforcement boxes not enabling/disabling properly.
  • All: More UI style improvements, notably to the lobby.
  • All: When matchmaking, clan wars now blends your clan’s war rating with your clan’s current position in the leaderboard for that season.
  • All: Clan war free wins now give slightly more rating boost.
  • All: Clan war clan pages now show total number of wins so far in the season.
  • All: The map designer now lets you download the 3d texture image assigned to a map.
  • All: Fixed clan war text when you view a finished clan war so it doesn’t talk about estimates.
  • Unity: In the map designer, when making territory connections, the connection line now appears immediately instead of only appearing once you’ve dragged past a threshold.
  • Unity: The map designer now lets you download a re-constructed version of the 3d heightmap image assigned to the map.
  • Unity: Fixed favorite tournaments not showing on profile pages.
  • Mods: Settings panel mod contents are now left-aligned by default
  • Mods: Fixed icons next to mods sometimes not showing up in the settings dialog.
  • Mods: Fixed GameOrderEvent’s tooltip when modifying custom structures.
  • Mods: Fixed Toggle’s value-changed event on website from firing on repeat values, or not firing when disabling.
  • Mods: Fixed allowing custom orders being inserted into orders list during territory distribution.
  • Mods: Fixed AIs not being able to play in games with the hybrid distribution mod.
  • Mods: Fixed custom cards persisting in a template after the mod that created that card was removed.

Update 5.38: Web push, custom structures

Warzone has just been updated to version 5.38.0! This update continues the UI styling refresh, adds custom structures for mods, web push notification options, and also adds other features and other improvements to the game and app. This blog post describes what’s changed.

This update is live now on the website at warzone.com and on the standalone clients. This update will come to the Android and iOS apps in the coming week or two.

Web Push

Warzone notifications can now be delivered straight into your browser!

This adds in-browser notifications to the list of notification options (iOS / Android push notifications, e-mail, and in-app notifications). This is useful for those who play Warzone in their browser and want to get a message directly in their browser when it’s their turn in a multi-player game they joined.

To enable in-browser notifications, visit https://www.warzone.com/ChangeNotifications and click “Register Browser.” This page also lets you remove previous browser registrations or customize exactly which notifications you’d like sent to your browser.

Custom Structures

Mod authors can now include custom icons directly on the map!

Mods had previously been able to place structures on the map, but only from a fixed list that were already included with the game. Now, mod authors can include custom images with the mod and set those directly on the map. Check out the Fort Mod source code for an example.

Friday AMA

This Friday, August 22nd at 11am PDT, Fizzer will be doing an Ask-Me-Anything session live on twitch! Feel free to drop in and ask any questions you have, or if you can’t make it, you can post your questions to this thread and view the recording containing your answer after it’s over.

Other Changes

  • All: More UI Style improvements.
  • Unity: Added formatting guide to the create discussion page.
  • Unity: Fixed a bug that sometimes caused the number of unread messages in global chat to show incorrectly.
  • Classic: Removed custom scenario restriction that a single slot cannot have more than 3 special units.
  • Classic: Fixed a bug with game groups that caused chat to not load immediately.
  • Classic: Fixed rare issue where a game name would improperly wrap in the lobby when viewed on the website.
  • Classic: Fixed colors sometimes being duplicated in the list of available colors when joining large games.
  • Classic: Fixed Quickmatch ratings not starting at 100.
  • Classic: Fixed copying a game at turn 0.
  • Website: Added player tags to SendMail page when names are identical.
  • Website: Fixed date format on some mail and forum pages.
  • Mods: Mods are no longer limited to 5 special unit images.
  • Mods: Mods may now use lua files in subdirectories, using the syntax require(“folder.filename”)
  • Mods: When an income mod wears off, it’s now visible to all players in the game.
  • Mods: Fixed a bug that could cause an error when spying on a player who captured a territory out from a FogModded territory.

Update 5.37: Game groups, style refresh

Warzone has just been updated to version 5.37.0! This update continues the UI styling refresh, adds game groups, and also adds other features and other improvements to the game and app. This blog post describes what’s changed.

This update is live now on the website at warzone.com and on the standalone clients. This update will come to the Android and iOS apps in the coming week or two.

Game Groups

Have you ever wanted to private chat with two or more players in a multi-player Warzone Classic game? Now you can!

Game groups give you a way to create a chat room with specific players within a single game. Just like how you can create private messages to a single player, except it can include any number of players from the game.

To create a game group, click the “Private” button just like you would usually start a private chat, but then click “Create Game Group”. Give it a color of your choice, which affects the tab color that everyone sees, give it a name, and select the players to include, then that tab will show up for all players you included and any of those players can chat there.

Players can leave a game group at any time, which notifies everyone else in the game group that they left. The creator of the game group can also invite more players into the game group in the future, who can then read the entire history of the group’s chat.

Style Refresh

The styling / UI refresh that was started in the previous update continues! This updates many more parts of the game, such as the game menu and upper right menu and much more. Let me know what you think!

Monday AMA

This Monday, July 14th at 11am PDT, Fizzer will be doing an Ask-Me-Anything session live on twitch! Feel free to drop in and ask any questions you have, or if you can’t make it, you can post your questions to this thread and view the recording containing your answer after it’s over.

Other Changes

  • All: Clan and group chat room numbers displayed in the top right are now tracked by the server instead of the client, which means they now sync across devices.
  • All: Searching private discussions is no longer limited to 50 results.
  • All: Fixed clan ordering when resulting points were very close.
  • Classic: In no-luck cyclic games, the move order is directly on the screen instead of being in the game menu.
  • Classic: Open seats in coin games now expire after 5 days, instead of never expiring, to prevent un-startable games from clogging up the Open Games page.
  • Classic: The quickmatch multi-day games slider now goes up to 10 instead of 5.
  • Classic: Added army cap and non-default kill rate details when hovering over their icons.
  • Classic: Players you have block-listed can no longer nudge you.
  • Classic: Fixed surrendering during picks of a single-player game causing an error.
  • Classic: Fixed the commander text in the settings dialog to cover the case where a custom scenario prevents a player from getting a commander, such as in a boss level.
  • Idle: When queuing tank moves, if you de-select the tank, it’s now possible to click the tank again to get back to the “Finish queue” or “Cancel Queue” buttons
  • Idle: When you have a free AP reset, the button now says “FREE” on it so it’s clear it’s free without having to click it.
  • Idle: When super ascending, idle will no longer de-select artifacts when the “do you want to abandon your level” dialog is up to prevent accidental artifact loss.
  • Idle: Fixed helper arrows when queuing tank moves so they don’t point at a territory already in the queue.
  • Idle: Fixed markets and mercenary camps so they’re in a consistent order.
  • Website: Fixed tab key on input boxes, such as when overriding bonus values.
  • Website: Fixed tournament decline button being enabled when it shouldn’t have been.
  • Website: Fixed your teammate’s pick stars sometimes being on top of your own in manual distribution games.
  • Website: Fixed artifacts being draggable from outside the artifacts window.
  • Website: Fixed a bug that would cause an error when entering huge numbers into attack/transfer dialog box.
  • Website: Fixed indenting of [*] list items on the feature request forum when [list] was neglected to be added.
  • Website: Fixed a bug that could cause opponent’s cards to show incorrectly when added or removed by mods in some cases.
  • Website: Fixed a bug with inviting players to groups through their profile page.
  • Unity: Fixed “controller is null” error that rarely happened on the store tab.
  • Mods: When a mod is published, the chat room message now contains a link to the mod.
  • Mods: If mods get into an infinite loop of adding orders, the error message now details which mods added how many orders, to help track down the offending mods.
  • Mods: Fixed the “visible to” line when inspecting a GameOrderEvent so it’s clear it’s also visible to players who are affected by the order.
  • Mods: Fixed TerritoryModification.AddStructuresOpt events from not showing up in the orders list to players who could see the territories.
  • Mods: Fixed a bug that made FogMods not properly wear off in no-fog games.
  • Mods: Fixed loading orders on the client so it doesn’t reset the current phase.

Update 5.36: Style refresh

Warzone has just been updated to version 5.36.0! This update begins a UI styling refresh, and also adds other features and other improvements to the game and app. This blog post describes what’s changed.

This update is live now on the website at warzone.com and on the standalone clients. This update will come to the Android and iOS apps in the coming week or two.

Style Refresh

This update kicks off a UI styling refresh that aims to make the game look nicer. This update specifically focuses on the Multi-Player tab of the main menu in the Unity app, however some of the changes made for this page also affect other pages throughout the game.

This page was chosen since I felt it had the most room for improvement. Here’s a before-and-after, showing how the style was updated for this page:

In future updates, more pages will get style refreshes. Let me know what you think!

Private Game Chat Improvements

When opening a list of players to private chat with, it now shows a small icon if you’ve talked to that player before. This is especially helpful in large games where you can’t remember which players you were chatting with in the past.

Additionally, it sorts the players you’ve chatted with to the top of the list, and also colors the buttons to each player’s color.

Double-tap Inspect Information Dialog

A change has been made to the way that inspecting territories in Warzone Classic works. Inspection mode is when you select the magnifying lens in the top left corner and then click a territory or bonus, or when clicking a territory/bonus while viewing history or after committing.

With this update, when inspecting territories/bonuses, a single tap now shows you the arrows and a double-tap pops up the info dialog.

This makes it easier to inspect territory connections without the info dialog getting in the way. When you actually need it, tap twice.

Monday AMA

This Monday, May 19th at 11am PDT, Fizzer will be doing an Ask-Me-Anything session live on twitch! Feel free to drop in and ask any questions you have, or if you can’t make it, you can post your questions to this thread and view the recording containing your answer after it’s over.

Other Changes

  • All: Increased chat raffle sizes.
  • All: Raffle bot now spews random Warzone facts after every raffle.
  • Classic: In no-fog commerce games, the amount of gold held by each player is now shown in the players panel. It could be seen before anyway by inspecting the orders list.
  • Classic: Non-members can now join mega games with mods even if the game creator does not use the “non-members can join” checkbox.
  • Classic: Inflation-adjusted price of yearly membership to $19.99. This only affects new subscriptions — existing subscriptions will continue their subscription at the lower price.
  • Classic: Fixed copy-game-at-turn in cyclic move order games so it maintains the move order at that turn.
  • Classic: Fixed “FindPlayer could not find player” error in single player games.
  • Classic: Fixed clan wars page on very narrow screens.
  • Classic: Fixed the error message when two players join the same slot of a custom-scenario invite-by-code game.
  • Classic: Fixed “Finish vs AI” feature on games with lots of special units.
  • Classic: Fixed tournament prizes not showing in game settings dialog.
  • Idle: When super ascending, idle now remembers which artifacts you chose to keep, and pre-selects those artifacts on your next super ascend. This reduces the number of clicks for players who super ascend often.
  • Idle: When clicking “Territories” to see all territories in a bonus, it now says how many of them you control and sorts ones you’re missing at the top of the list.
  • Idle: Fixed advancement buttons not being enabled if you had the advancement tab open prior to winning a level.
  • Idle: Fixed sync issues between devices.
  • Idle: Fixed the “change ad benefit” button being visible in battles and challenge levels.
  • Unity: When viewing a discussion topic like a forum post or feature request, in addition to up-voting or down-voting you can now also un-vote back to neutral.
  • Website: Merged javascript files for increased performance and reliability.
  • Website: Fixed zoom buttons on tournament pages.
  • Babylon: Fixed page coming up black after transitioning from lobby to a game.
  • Mods: Transferring or airlifting a special unit to a teammate now updates the unit’s owner.
  • Mods: Added new tags: Special Units, Cards, Random.
  • Mods: Fixed not being able to assign owner of a special unit to neutral.
  • Mods: Fixed deployment not updating properly if a mod changed orders from Client_GameOrderCreated
  • Mods: Fixed Feature.png not showing correctly while mod was in development.
  • API: The GameFeed API now returns the x/y coordinates of each territory in a map.

Update 5.35: Idle Premium, Mods in Mega Games, Mods Browser

Warzone has just been updated to version 5.35.0! This update adds new features and makes improvements to the game. This blog post describes what’s changed.

This update is live now on the website at warzone.com and on the standalone clients. This update will come to the Android and iOS apps in the coming week or two.

Idle Premium

Warzone Idle has a new purchasable upgrade that gives a whole slew of new features and enhancements to Idle:

  • Ad-watching benefits are permanently enabled. You’ll never have to watch an advertisement again! The ad-watch benefits are additional army camp production, additional smelter speed, additional crafter speed, or additional ore production.
    One of these four benefits will always be enabled for premium customers, and you can switch between the four at any time instantly. They’ll also work on platforms that don’t support ads, like the website and standalone client.
  • Free coin wheel spin every day, without ever watching an advertisement and without needing to win a Warzone Classic game! Like the above benefit, this also enables the coin wheel on platforms without ads like the website and standalone client.
  • You get a tank in your idle levels! You’ll see your tank appear on the territory you start on in the level. The tank can move to an adjacent territory once per hour, and whenever it moves onto an unconquered territory it instantly conquers that territory at zero army cost. This is a great way to take down those stubborn big territories.
    You can also queue up tank movement so it can move on its own while you’re idle. Time warping can help you move the tank even faster.
    You can also name your tank, to give it a personal charm as it tears your enemy to shreds.
  • +12 hours max idle time
  • Hospitals upgrade 100 times faster
  • Mortars load instantly
  • Your artifact dig crews can dig for artifacts 20% faster
  • +2000 free Warzone coins (one-time)
  • +5 of EVERY Warzone Power (one-time)
  • Access to the Standalone Client for the ultimate play experience on Windows, Mac, or Linux

Idle Premium is available for $9/month. Check it out at warzone.com/Idle/Premium!

Mod Browser

Warzone Classic now has a completely revamped page for browsing through Warzone mods! The new mod browser can be seen at warzone.com/Mods or by going to Multi Player -> Create Game -> Change Mods.

The new mod browser can filter, sort, and search through mods. You can filter on tags, whether mods support tournaments/mega games, or you can search for mods by name or by creator. You can also sort mods, for example if you want to see newly released mods or newly updated mods.

Mod creators can also now put an icon next to their mod to help show it off.

Each mod has a view button that brings you to a new mod page, which presents the mod’s details in a much more cleanly than the old mod info dialog did, and also lets mod authors show a larger image to show off their mod.

Mods in Mega Games

Mega games (games with 41-400 players), now support some mods! This has been a common request from the players, so I’m pleased to finally allow it.

Note that the mod list is initially limited only to mods that show great performance (execution speed). The reasoning for this is to ensure that mega games don’t crash or time out, as if mods try to iterate over all territories or all players too much they can hit the timeout limit which would break the game. Breaking a game with 400 players is something I need to work hard to avoid as that would be a bad experience for everyone involved. Therefore, we need to be careful about which mods we enable for mega games. At this initial release, the mods usable in mega games are:

  • AI’s don’t play cards
  • AI’s don’t deploy
  • Bomb Card+
  • Buy Cards
  • Essentials
  • Gift Armies 2
  • Late Gifts
  • Private Notes
  • Randomized Wastelands
  • Read Game Settings
  • Safe Start
  • Spaced Out Starts
  • Transport Only Airlift
  • Where Am I?

These were chosen by first looking at the most popular mods that are used in games with lots of players, and then filtering out mods that were very slow in those games. More mods will be added once we have more data on how well mods perform in mega games.

Quickmatch Ratings Start at 100

Quickmatch ratings now start at 100 instead of 0. This applies to new players entering Quickmatch for the first time, or whenever a new template unlocks.

The goal of this change is to help matchmaking match players more appropriately. Prior to this update, since ratings can’t go below 0, very bad players or players that get booted frequently can end up staying at or near 0 for a long time. Then new Warzone players end up being more likely to get matched up against a player who will just get booted, which isn’t a great new player experience.

By having the initial rating be higher than the minimum rating, this creates separation between new players and bad players.

Sunday AMA

This Sunday, April 20th at 11am PDT, Fizzer will be doing an Ask-Me-Anything session live on twitch! Feel free to drop in and ask any questions you have, or if you can’t make it, you can post your questions to this thread and view the recording containing your answer after it’s over.

Other Changes

  • All: Obsolete achievements are now marked as obsolete in their descriptions. Obsolete achievements are old ones which aren’t required to get to 100% and won’t ever show up in Available Achievements. Being marked more explicitly helps avoid player confusion on why they see achievements on other people’s profiles that don’t show up on their Available Achievements section.
  • Idle: The auto artifact swapper will now swap in Mercenary Discount artifacts when opening the mercenary dialog, instead of waiting until the purchase was done, so you get the discounted cost shown to you.
  • Idle: More syncing and performance improvements.
  • Mods: Territory annotations now show in a faded form on the map when the order is not selected.
  • Mods: Fixed a bug that caused an error if a mod sent a custom message without having a custom message handler, and at least one other mod in the game did have a custom message handler.
  • Mods: Fixed annotation font sizes.
  • Mods: Fixed guids so they’re consistently converted to strings on different platforms.
  • Mods: Fixed multi-attack games assuming no special units exist if commanders were turned off.
  • Classic: The settings dialog now explains the icons in more detail, such as explaining what rounding modes are.
  • Classic: Fixed a bug that prevented copying games with random teams.
  • Classic: Fixed coin details in the settings dialog in games with prizes but no entry fees.
  • Classic: Fixed “redo orders is null” error.
  • Website: Added a border to tooltips.
  • Website: Fixed slight alignment issue in the analyze no-luck attack dialog.
  • Website: Fixed attack/transfer dialog not using the newly entered army number if you clicked before releasing the army number key.
  • Website: Fixed memory leaks.
  • Standalone: Fixed a bug that caused errors on Linux.

Update 5.34.1

Warzone has just been updated to version 5.34.1! This update fixes a bunch of bugs, upgrades some software, and adds some new features. This blog post describes what’s changed.

This update is live now on the Warzone website. This update will roll out to the standalone client, iOS, and Android more slowly than normal because it upgrades the version of Unity.

Changes

  • Idle: Completely overhauled the way Warzone Idle syncs with the server, with the goal to make idle syncing issues a thing of the past. The goal of this overhaul is to completely fix issues people have had when they switch their idle from one device to another or when playing idle on multiple devices at a time.
  • Idle: Clan/ladder active rewards now show their expiration date in the modifiers dialog.
  • Idle: The modifier dialog now indicates how many super ascends you have for each super ascend effect.
  • Idle: Fixed the artifact swapper so it doesn’t cause an error when it tries to equip a higher rarity artifact than one you already have equipped.
  • All: Fixed “x players queued” number when viewing started clan war timeslots that contained free wins.
  • All: Fixed templates that are changed to different maps from showing up on the original map’s popular template page.
  • All: Fixed clan war free wins not showing up right away in the current day’s point estimate.
  • All: Fixed profile pages showing fractional boot percentages.
  • Classic: The settings dialog now combines base boot time and banked boot time into one item instead of separating them.
  • Classic: Trying to make a copy of a game you aren’t in now prompts to confirm you know that you won’t be in the copy.
  • Classic: Improved the look of the “you must use cards” label.
  • Classic: Slightly reduced the size of the hourglass icon on the top bar.
  • Unity: Your device will no longer auto-sleep when waiting for a quickmatch game to start, clan war timeslot to start, or idle battle to start.
  • Unity: Updated Unity version from 2022.3.33f1 to 6000.0.43f1.
  • Unity: Fixed not being able to change your player color while IAP was unavailable.
  • Website: The map page now sets its url in the address bar.
  • Website: If you’re a member, www.warzone.com/Membership now shows the expiration date of your membership.
  • Website: Fixed input boxes so they can vertically scroll, such as when replying to a feature request.
  • Babylon: Fixed the map scrolling when you dragged the mouse out of a dialog and onto the map, like the deployment slider.
  • Babylon: Fixed a bug that caused an error when loading a game where a custom special unit was involved in an attack.
  • Babylon: Fixed getting an improper error message when trying to access a map that isn’t tessellated yet
  • Mods: Added territory annotations to GameOrderEvent, GameOrderCustom, and GameOrderPlayCardCustom. They can now display messages on top of territories on the map when those orders are selected.
  • Mods: Added Client_CreateGame hook so that mods can validate settings before a game is created by the player.
  • Mods: Added JumpToActionSpotOpt to GameOrderCustom and GameOrderPlayCardCustom just like GameOrderEvent already had.
  • Mods: Added MinWidth / MinHeight parameters for layout elements. MinWidth cannot be greater than 60.
  • Mods: Added Alignment property to Labels to allow for aligning text both vertically and horizontally.
  • Mods: Added ability for custom cards with durations to set their expire timing, either start-of-turn or end-of-turn.
  • Mods: Fixed a bug that caused stack traces to not show up in mod errors in some cases in Unity.
  • Mods: Fixed fog mods on No-Fog games from giving errors.
  • Mods: Fixed skipping of deploy orders in Client_GameOrderCreated making the deployment status report incorrectly.
  • Mods: Fixed copying a game that used a mod that used the Server_Created hook.

Update 5.34: Copy Game at Turn, and more

Warzone has just been updated to version 5.34.0! This update adds new features and improvements. This blog post describes what’s changed.

This update is live now on the website at warzone.com and on the standalone clients. This update will come to the Android and iOS apps in the coming week or two.

Copy Game At Turn

Warzone members can now create a multi-player game based off of an existing multi-player game at a specific turn. This is a long-time feature request, so I’m pleased to finally make it a reality!

To access this feature, open the settings menu for any finished multi-player game and click the template button. If you’re a member, there will be a new button that says “copy game from a specific turn”. Click that button, enter a turn number, and a new game will be created where all territories, cards, and gold (if commerce game) of the new game will start at the state of the turn number you entered.

This is useful if you want to create a “what if” scenario — try playing out the game from the same state with the same players but making different orders.

Another use can be to rewind time for a friendly game. For example, if a player accidentally gets booted, the players can vote-to-end the game, create a new replacement game from a few turns ago, then everyone can join it and resume from the earlier turn.

New Quickmatch Template

Prior to this update, Quickmatch was limited to 40 templates, which are determined based on player’s votes. When you play Quickmatch you’ll unlock votes that can be used to influence which templates are available in Quickmatch.

With this update, the number of templates allowed in Quickmatch has been increased from 40 to 41. This 41st template is special — instead of picking the template with the 41st most votes as usual, it instead picks a random template between 41 and 60. This template then gets locked in for a week, after which it will pick a new one for the next week. It uses a weighted random based on the number of votes the template has, so if template A has twice as many votes as template B, then template A is twice as likely to be chosen.

The goal with this is to showcase more templates to Quickmatch players and help ensure that the template list does not get stale. If you like the template that gets picked, you can vote for it, and if enough people do that it will make its way into the top 40 so it won’t get replaced when its week is up.

This is not intended to be a permanent change but rather it’s an experiment. I still have yet to determine the best method for Quickmatch voting. Let me know what you think!

Improved Settings Dialog

The “summary dialog” and “full settings dialog” have now merged into a single dialog, now just called the “settings dialog.” It’s also been cleaned up a bunch and re-organized to be more cohesive and clear for both new and experienced players to read and understand. Commonly-used fields, such as the link to the game, are now easier to find for new players.

The settings dialog starts off in a shortened form and still has a “view full settings” button to expand it to see all the nitty gritty details, like before. However, now, once you click “view full settings” this will be remembered on your local device, so the next time you open the settings dialog for any game it will default to the expanded mode. For experienced players who always want the full settings, this saves you a click every time you open the settings dialog.

Hotkey for Picks

When viewing history of a manual distribution game, you can use the “view picks” button to view what each player selected. With this update, if you’re on a device a keyboard such as a PC, you can now also use the number keys on your keyboard to more easily switch between the picks instead of having to click the button. The “0” hotkey will clear all picks so you can see the map cleanly.

This uses the same hotkeys as switching perspectives, so it should be very intuitive.

Other Changes

  • Classic: Future Clan Rumble games are no longer practice games and therefore now award points/achievements. They also let you hold more cards and gift cards were removed.
  • Classic: Increased size of legend in youtube-exported videos.
  • Classic: Fixed a bug that could make army numbers appear wrong if you changed a player’s color while watching a turn play out.
  • Classic: Fixed income breakdown from including deployed armies when you select it from the lower-right players list.
  • All: Slightly lowered font size of “average game length” labels.
  • All: When searching the forum, the input box now focuses by default to save you a click.
  • All: Map pages now specify at which level they unlock.
  • All: Minimum territory count for maps going public is now 20 instead of 30.
  • All: Fixed “x players queued” number when viewing started clan war timeslots that contained free wins.
  • All: Fixed sorting by resolved date in the feature request forum.
  • Standalone: Fixed tooltips appearing while map is animating into position.
  • Website: Fixed browser url briefly showing an invalid url when clicking the Idle button.
  • Website: Fixed /Notifications/ reload loop.
  • Website: Fixed some mods not having their UI laid out properly.
  • Babylon: Added 3d mode as an official setting on the website under Account Settings.
  • Babylon: Fixed error message that’s displayed if WebGL is disabled in your browser so it explains that you need to enable WebGL.
  • Babylon: Fixed more army number overlap issues in attack animations.
  • Mods: Mods can now create radio buttons.
  • Mods: Lua errors in the browser now give stack traces with line numbers in the mod-crashed dialog.
  • Mods: Client_PresentPlayCardUI now gives mods the ability to close the cards dialog.
  • Mods: GameOrderEvents that modify fog now say so in the event’s tooltip.
  • Mods: If the auto booter can’t boot a player in a game due to a broken mod for 5 days straight, the game will now automatically end.
  • Mods: Fixed Client_GameOrderCreated not being able to read territory picks in manual distribution games.
  • Mods: Fixed WL.enumtype.ToString() functions.
  • Mods: Fixed Client_PresentPlayCardUI not registering Mod and UI hooks if it was called before other client hooks.
  • Mods: Fixed an error if you set number of card pieces to 0 or negative.
  • Mods: Fixed GameOrderAirliftResult.Results throwing an error instead of returning nil when there are no results yet.
  • Mods: Fixed allowing GameOrderAttackTransferResult.ActualArmies to be set to a negative number.
  • Mods: Fixed “can’t transfer to a neutral” error that occurred when a mod resurrected a failed transfer.
  • API: In the SetMapDetails API, specifying a color is now optional when making a bonus.

Update 5.33: Clan Rumble, Custom Fog

Warzone has just been updated to version 5.33.0! This update adds a new clan competition called Clan Rumble as well as a bunch of other improvements. This blog post describes what’s changed.

This update is live now on the website at warzone.com and on the standalone clients. This update will come to the Android and iOS apps in the coming week or two.

Clan Rumble

A new on-going clan competition kicks off with this update which is called Clan Rumble! Clan Rumble is a mega game with up to 400 players that any clanned player may join, up to a maximum of 5 players from each clan.

Clan-mates will be automatically teamed together when the game starts.

The winning team will win 3000 coins and glory for their clan!

You can join the first one at this link. The game will start in 4 days, even if it’s not full, so join soon! The next game in the series will be created 60 days after this one starts. Good luck!

Custom Fog

Mod creators now have the ability to control the fog levels of individual territories in Warzone Classic games. Mods have a lot of flexibility in what they can do, as they can either increase or decrease visibility of territories, and choose exactly which players the changes apply to (even teammates can have different visibility if mod authors choose to do so).

I’ve published an example mod to show how it can be used call the Smoke Bomb Card mod. When you play a Smoke Bomb, you can target a territory, and for the next turn that territory and all adjacent territories will be fogged for all players. It’s kind of like a reverse reconnaissance card.

This has been a frequent request from the mod making community, so I’m excited to see what they create!

Ask Fizzer Anything

This Monday, February 17th at 11am PST, Fizzer will be doing an Ask-Me-Anything session live on twitch! Feel free to drop in and ask any questions you have, or if you can’t make it, you can post your questions to this thread and view the recording containing your answer after it’s over.

Other Changes

  • Classic: Mega games that are in-progress now show the number of active players on the My Games page, in the format “active players / total players”
  • Classic: Seasonal ladder length increased from 60 to 65 days.
  • Classic: When exporting a game to YouTube, it now includes a legend showing each player’s name and color in the top right corner.
  • Classic: When you get auto-committed in a multi-day game, you’ll now get a popup the next time you open the game explaining that you were auto-committed. This helps new players understand what is going on, such as why all of their armies may not have been deployed.
  • Classic: Fixed armies/turn figure displayed for overridden bonuses in bonus popup after clicking “View map” in the settings dialog.
  • Classic: Fixed overlapping army numbers in youtube-exported videos.
  • Classic: Fixed names sometimes being blank in 3v3s in youtube-exported videos.
  • Classic: Fixed the AI trying to move its commander even if it doesn’t control the territory the commander is on (which can happen with mods)
  • Mods: Fixed a bug that could make a generic warzone error instead of a mod failed error if you tried to set a property on a destroyed object (for example, Button’s SetInteractable)
  • Mods: Added GameStanding.IncomeMods so that mods can override incomes on the first turn of a game.
  • All: When exporting a game to YouTube while at your youtube-video-upload limit, you now get a friendly message explaining that you’re at your limit.
  • All: The “open groups” page no longer filters groups you’re already in.
  • All: Retired map of the week.
  • Unity: Fixed allowing multiple idle tabs if you set your default open screen to idle.
  • Idle: Fixed Army Camp Boost artifact so it now affects draft size when swapped in with the Auto Artifact Swapper.
  • Idle: Fixed purchasing a rare artifact from saying it was epic.
  • Website: Fixed the “hide lottery game” button from showing on the Filtered Open Games page.
  • Babylon: Major performance improvements
  • Babylon: Fixed overlapping attack arrow visual glitch.