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.
Love the new UI, feels sleeker as a low-code developer, it looks great!
Also the new private chat feature is a good addition! Thanks for listening to our recommendations! ω< ))o
While I see a reason for using fewer colors on the dashboard, I don’t understand why the pictures got smaller.
On my (android) phone I cannot see the player symbols any more. I just see that there are tiny things. And I cannot zoom into it.
I think that’s detrimental for an overview.
Either you make the symbols big enough to see them or you let me zoo… or you don’t use them.
So please, for the sake of my eyesight, make those symbols and map thumpnails big enough.
Try going into the settings and increasing the UI Scale
If I maximize the UI scale to the point where the icons are understandable on my tablet or smart phone, the interface takes up too much of the screen to become playable, or at least enjoyable. For example, If I placing my orders with max size interface, the dialogue screen blocks out the map.
Hello,
It seems that the first location influence a high percentage on the chances of winning. Sometimes more then 50%. And in the end when
you see the statistics there was no chance of winninng.
What can be done to fix that ?
I suggest you consider purchasing the book, “The Humane Interface.” I have some UX training, education, and experience, though I’m no expert or authority. The changes seem like a well-intentioned attempt, but the result reads amateurish to me. Two major changes here: the color of the buttons’ backgrounds, and the addition of icons. The standard interface before change is/was better, but even it could use improvements.
The regular buttons all have barely visible dark blue backgrounds on a black background, except for the green backgrounds on the bottom corners; if it weren’t for the green buttons, it’s hard to tell that there are dark blue buttons. Different and contrasty backgrounds would improve button visibility.
The new icons are really tiny, barely recognizable on a tablet, much less a smart phone. Even so, they are not worthy of standing alone, except perhaps for the ladder. And that should really be the only purpose for having icons, to substitute for text. If users cannot understand the purpose of any given button with an icon, they are simply not able to do the job.
The updates for the multiplayer tab made the pictures and symbols too small on my phone, which is not good for people with poor eyesight like myself. This change was discussed in my clan and none of the clan members liked it because of the smaller size of the icons.
I play on a 13” iPad Pro and still the icons and squares on the multiplayer games list feel unbalanced and too small. I am by no means a professional, I went another direction with my career, but I do have a Bachelor’s of Fine Arts in illustration and graphic design. But zero experience in coding or digital design. My degree predates the internet, we just had the I feel it’s more difficult now to see at a glance what I need to know to decide if I’m interested in a game. I understand the desire to freshen up the graphics, but less is more with this game. I agree with the commenter who mentioned the contrast and button issues. I have always loved the simplicity of the interface. I’ve always felt that the icons for in-game settings on the Open Games list were unnecessary and cluttering, and could be found on the settings tab anyway, but that’s more a personal preference than anything. My initial thought after the changes went into effect was that somehow I had accidentally changed my ui scale settings, then found that adjusting them had no real impact on the games list. If you stick to the KISS principle with this awesome game I think you can’t go wrong. Keep up the good work!
I have to agree the impact to the multiplayer game finding screen is all negative, it makes it harder to identify the game, mode, and how full a game is.
Literally having to lean into my screen to try to figure out what kinda games are available for joining.
This change to the ui needs reconsiderstion