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.

4 thoughts on “Update 5.34: Copy Game at Turn, and more”

    1. Make sure you’re running version 5.34 or newer, and are a member, and are looking for it on a finished game.

  1. For the “Copy Game at Turn” feature, it is mentioned above “Another use can be to rewind time for a friendly game”. Do you mean by “friendly” that the newly created game will be unrated, or it can be a rated game? Please clarify? Thanks for adding this great feature!

Leave a Reply

Your email address will not be published. Required fields are marked *


*