Update 5.04.2

Warzone Idle beta is still in full swing! As a reminder, this beta is open to everyone, even if you’re not a member. If you’d like to be among the first to play it, make a post in the Warzone Idle Open Beta Signup Thread!

Update 5.04.2

Since the beta started, I’ve been hard at work at improving the game. I appreciate all the feedback from everyone who is playing it!

Today launches the 16th update to the game. Today’s update is live on the website now. These changes will eventually come to the iOS and Android apps too, though since this update doesn’t contain anything urgent, I’m not sure when.

Changes

– Idle: The Market Raid now generates about one day’s worth of production of each resource type instead of a flat 50.
– Idle: Auto-conquer was returned to its old behavior of treating empty territories the same as non-empty ones.
– Idle: Balloons wait slightly longer before auto-closing.
– Idle: The main menu now only shows the first three locked levels. The challenge level menu only shows levels you’ve unlocked.
– Idle: Fixed powers on bonuses disappearing when you need to claim them. Thanks to Diabolicus for reporting this.
– Idle: Fixed assets conquered from bouses not being added to the tab if you had bonus balloons turned off in the settings. Thanks to mm for reporting this.
– Idle: Fixed color of the particle effect during challenge levels. Thanks to Olja for reporting this.
– Idle: Fixed error that came up if you tried to buy a tech you didn’t meet the prereqs for.
– Idle: Fixed the upgrade info button appearing when a camp or mine was maxed.
– Idle: Fixed a bug that made “15 unearned achievements” show fewer than 15 if you had completed all WZI achievements or all WZC achievements.
– Idle: Fixed a bug that could make updates fail when you had spotty internet connection. Thanks to Levinardo daVani for reporting this.
– Idle: Fixed market dialog not allowing purchase with slider when you could afford only 1 of an item. Thanks to master of desaster for reporting this.
– Idle UJS: Fixed a bug that could cause old levels to be sent to the server.
– UJS: Fixed tables not layout out their data correctly until the browser was resized. Thanks to Diabolicus for reporting this.
– UJS: Fixed details when hovering over data points on graphs. Thanks to Diabolicus for reporting this.
– Unity: Added support for creating clan forum threads. Thanks to JK_3 for pointing out this was missing.
– Unity: Removed the “Auto” option from startup setting since it’s the same as setting it to Warzone Idle.
– All: Players winning coin tournaments is now announced in the chat room.
– All: Re-sorted forums to be more logical instead of simply sorting in the order they were created.
– All: Fixed playing an airlift card after a gift card on the same territory. Thanks to Muli for reporting this.
– All: Fixed creating custom coin games with randomized bonuses mod. Thanks to Juan for reporting this.
– All: Fixed a bug that could make messages time out unnecessarily. Thanks to Levinardo daVani for reporting this.

Update 5.04: Rewarded bonuses, statistics

Warzone Idle beta is still in full swing! As a reminder, this beta is open to everyone, even if you’re not a member. If you’d like to be among the first to play it, make a post in the Warzone Idle Open Beta Signup Thread!

Update 5.04

Since the beta started, I’ve been hard at work at improving the game. I appreciate all the feedback from everyone who is playing it!

Today launches the 15th update to the game. Today’s update is live on the website now, and will go live in the iOS/Android apps in the coming week.

Rewarded Bonuses

Prior to this update, the only thing you’d ever get from conquering a bonus is a source of money. Now, bonuses can have any reward, just like territories.

For example, here you can see Australia in the tutorial level now gives a cache as its reward for conquering it:

Once you start a new level after installing the update, take a look around the map at the bonuses and see what rewards await you!

Statistics Advancement

A new advancement has been added to the Advancements tab: Statistics! Unlocking the statistics advancement will unlock all sorts of interesting details that you can see about your empire. Some examples of things you can see:

  • Reveals how much ore or armies an upgrade to a mine or army camp will give if you purchase it.
  • Reveals how many armies the Joint Strike advancement has saved you in the current level.
  • Reveals how much ore you’re generating per second of each ore type.
  • Reveals stats about recipes you’ve found. Shows the cost of its ingredients, profit, profit per second, number you have the resources to make, how many of your smelters/crafters are already working on that recipe, and how many are needed for all un-purchased techs that you can see.
  • Reveals all techs included in your current level and their requirements.
  • Reveals how many armies are visible on unconquered territories on the map.
  • Reveals stats about each level: How many times you’ve played it, won it, what powers you’ve earned from it, how much AP you’ve earned from it.

Note that some information, such as the sources of your money and armies, has also been moved to be an unlockable in the Statistics Advancement. Prior to this update, this information was available without needing to spend AP on an advancement. I understand this may be frustrating to players to have to spend AP to get something they previously had for free, but in the long run it will be better since it gives more value to the advancement and helps reduce data-overload for new players.

Other Changes

– Idle: All levels we re-generated. This could cause costs, asset locations, recipes, etc. to be changed slightly. If you were already in the middle of playing a level when you update to this version, you’ll keep playing the old version of the level. But all new levels started after updating will be on the new version of the level. For those keeping track at home, these new versions of the levels are called revision 6. Note if you start a new version of a level, then switch to a device using an older version of Warzone Idle, you won’t be able to play it there. Please update all your devices to the latest version to avoid this.
– Idle: Auto-conquer now shows the conquer animation.
– Idle: Adjusted armies received from caches so they total about 17-22% of the armies you get from a level.
– Idle: Removed one-territory bonuses on the map Orbis Veteribus Notus.
– Idle: Made “Skip level” power slightly less likely to come up from daily bonuses.
– Idle: Fixed display of resources so they’ll never round up. If you have 1.6 copper bars it will now show 1 instead of 2.
– Idle: Fixed distribution of powers and arenas so they’re more spread out throughout a level. Thanks to hexe for reporting this.
– Idle: Fixed 10k and 100k achievement typo, they’re actually 10m and 100m.
– Idle: Fixed sell price of early ores in big levels so they can go below 1.
– Idle: Fixed spelling of Lens. Thanks to jss for reporting this.
– Idle UJS: The market and mercenary camp now support pressing the Enter button to confirm purchases.
– Idle UJS: Fixed market text box not defaulting to a number upon selecting a resource.
– Unity: Fixed “Could not connect” dialog appearing when playing offline.
– All: Fixed a bug with the non-random AI that made it inconsistent when there were no bonuses. Thanks to Muli for reporting this.

Update 5.03

Warzone Idle beta is still in full swing! As a reminder, this beta is open to everyone, even if you’re not a member. If you’d like to be among the first to play it, make a post in the Warzone Idle Open Beta Signup Thread!

Update 5.03

Since the beta started, I’ve been hard at work at improving the game. I appreciate all the feedback from everyone who is playing it!

Today launches the 14th update to the game. Today’s update is live on the website now, and will go live in the iOS/Android apps in the coming week.

Re-balancing

This update does a major (and hopefully the final) re-balancing of the levels. The goals of this update are:

  1. Fix higher bar smelting recipes that require insane amounts of resources (Silver Bar, Gold Bar, etc). They should be more reasonable to finish.
  2. Fix unprofitable recipes. The goal is for all recipes to be profitable, meaning that the resource that it produces sells for more than the resources it consumes plus some profit for the time spent smelting or crafting. Generally, the longer a recipe takes to complete the more profitable it should be.
  3. Fix the “late game” problem, where people report they’re out of upgrades and just have to wait to finish the last empty territories on the map.
  4. Balance smelter and crafter activity. The amount of ore you get versus how much more your smelters can consume has been balanced. Too little ore would mean your smelters can never stay active, too much ore and the smelter game isn’t fun as they never run out. Same thing for crafters and their ingredients.
  5. Balance tech requirements. Techs should require the items that are hardest to produce, but not make them so hard that they can’t be reasonably completed.

It’s important to note that the time it takes to complete a level was NOT changed in this update. All levels have a target time-to-finish, and this hasn’t changed at all since the game launched. The goal of these tweaks is not to make the levels take longer or go quicker. In fact, they should stay exactly the same length. Warzone Idle’s level generation algorithm handles this automatically. For example, if a tweak caused armies to be received faster, then army costs of territories will go up to balance things out. If a tweak caused recipes to be more profitable, then costs of upgrading assets will go up to balance it out. etc.

As a result of this balancing, all levels we re-generated. This could cause costs, asset locations, recipes, etc. to be changed slightly. If you were already in the middle of playing a level when you update to this version, you’ll keep playing the old version of the level. But all new levels started after updating will be on the new version of the level. For those keeping track at home, these new versions of the levels are called revision 5.

Note if you start a new version of a level, then switch to a device using an older version of Warzone Idle, you won’t be able to play it there. Please update all your devices to the latest version to avoid this.

Other Changes

– Idle: When purchasing from markets, you can now type in a number to purchase into a text box instead of using the slider.
– Idle: Fog buster now reveals 20% of the map instead of 25%.
– Idle: Cache production tech changed to 50%
– Idle: The app now runs more verifications to protect against level corruption.
– Idle: Revised the Help menu to make it more concise and ensured that it’s relevant when viewed from WZC vs WZI.
– Idle: Fixed mine visibility advancement giving one less visibility than it was supposed to. Thanks to Dekkers for reporting this.
– Idle: Fixed level AP rewards. All levels were also re-balanced based on this new reward structure.
– Idle: Fixed a bug that made caches increase income temporarily. Thanks to Derfellios for reporting this.
– Idle: Fixed daily bonus achievements.
– Idle UJS: Fixed images for high level ores.
– Idle UJS: Fixed sorting of high-value resources. Thanks to jss for reporting this.
– Idle UJS: Fixed achievements earned while offline not being awarded when you come back online. Thanks to Njord for reporting this.
– All: Fixed Like button appearing for non-public community levels. Thanks to NGUA for reporting this.
– All: Fixed a bug that could cause an error if you were playing orders from history when the game ends.
– All: Fixed the map designer so it now gives a more friendly error if you use a bonus that can’t be made into a bonus link, or if multiple bonuses resolve to the same bonus link id. Thanks to RicklePick for reporting this.
– Unity: Fixed unearned achievements sometimes showing one you’ve already earned.
– Unity: Fixed a bug with editing community levels that caused an error if you closed dialogs out of order. Thanks to Muli for reporting this.

Update 5.02.2

Warzone Idle beta is still in full swing! As a reminder, this beta is open to everyone, even if you’re not a member. If you’d like to be among the first to play it, make a post in the Warzone Idle Open Beta Signup Thread!

Update 5.01.2

Since the beta started, I’ve been hard at work at improving the game. I appreciate all the feedback from everyone who is playing it!

Today launches the 13th update to the game. Today’s update is live on the website now, and will go live in the iOS/Android apps in the coming week.

Idle Synchronization

With today’s update, the system that synchronizes Warzone Idle progress between devices has been completely re-written from scratch. It now uses a new, simpler system, to save your progress and ensure everything works properly.

Warzone Idle saves your progress to the server every 10 minutes, as well as when you close the app / website. Prior to this update, there were some bugs that caused some people to lose progress and have to re-play portions of their level, or even entire levels. If you were affected by this and didn’t report it, remember to always report bugs by going to Help -> Contact -> Report Bug.

This new update improves upon that and makes sure everything gets saved properly. As long as you’re not playing the same level from multiple devices at the same time, it should be impossible to lose progress.

To get the benefits of this new system, you have to make sure all devices you play Warzone Idle on are running 5.01.2 or newer. As noted above, the Android and iOS apps will take a few days at least, from the time of this writing, to be live on their respective app stores. If you’re using Android and want to skip the wait, you can download the APK file and install this version right now via this link. If you do this, just make sure to keep your app up to date when new versions are released in the future. I’ll continue updating this link so it’s always pointing at the latest version of the Android APK every release, even before it’s uploaded to the Play Store.

Other Changes

– Idle: Removed the “sync instructions” dialog, since syncing should now work automatically.
– Idle: Auto-conquer is limited to one conquer per game cycle, which makes challenge levels move a bit slower and more predictable.
– Idle: Eliminated saving to local filesystem when nothing had changed to increase performance.
– Idle: Fixed a bug that could make levels load twice when opening the app, slowing things down.
– Idle: Fixed a bug that could cause the game to stop updating until it was closed and re-opened.
– Idle: Fixed challenge levels awarding achievements.
– Idle: Fixed bonuses displaying “1000” instead of “1K”

Update 5.02.1

Warzone Idle beta is still in full swing! As a reminder, this beta is open to everyone, even if you’re not a member. If you’d like to be among the first to play it, make a post in the Warzone Idle Open Beta Signup Thread!

Update 5.01.1

Since the beta started, I’ve been hard at work at improving the game. I appreciate all the feedback from everyone who is playing it!

Today launches the 12th update to the game. Today’s update is live on the website now, and will go live in the iOS/Android apps in the coming week.

Here’s a full list of everything that has changed in this update:

– Idle: All levels we re-generated. This could cause costs, asset locations, recipes, etc. to be changed slightly. If you were already in the middle of playing a level when you update to this version, you’ll keep playing the old version of the level. But all new levels started after updating will be on the new version of the level. For those keeping track at home, these new versions of the levels are called revision 4. Note if you start a new version of a level, then switch to a device using an older version of Warzone Idle, you won’t be able to play it there. Please update all your devices to the latest version to avoid this.
– Idle: Auto-sync: The game now attempts to sync automatically when closing the app/website. If it works, it should eliminate the sync issues some players were experiencing when switching devices.
– Idle: Tweaked size of drafts.
– Idle: Tweaked number of mines/recipes.
– Idle: Tweaked recipe costs.
– Idle: Powers and arenas can now come slightly earlier in a level.
– Idle: Fixed ore sell prices.
– Idle: Fixed an issue if you tried to play a new level on an old version of the app then start another level instead of updating.
– Idle: Fixed a bug that could rarely cause an error when skipping a level.
– Idle: Fixed a bug that made the tech icons disappear if you had the techs tab open when syncing progress from another device.
– Idle: Fixed a bug that made gifted powers not show up until the tab was closed and re-opened.
– Idle: Fixed a bug that could make the selected tab be wrong when tapping tabs rapidly. Thanks to Half Moon for reporting this.
– All: Increased unearned achievements shown to 15 and updated the algorithm for deciding which to show. It now shows both WZI and WZC achievements, and prioritizes them better.
– All: Renamed the Coin Wheel to the Warzone Wheel.
– All: Fixed a bug that made the AI not expand when it had 0 income. Thanks to BagelBoy for reporting this.

Update 5.02

Warzone Idle beta is still in full swing! As a reminder, this beta is open to everyone, even if you’re not a member. If you’d like to be among the first to play it, make a post in the Warzone Idle Open Beta Signup Thread!

Update 5.01.0

Since the beta started, I’ve been hard at work at improving the game. I appreciate all the feedback from everyone who is playing it!

Today launches the 11th update to the game. Today’s update is live on the website now, and will go live in the iOS/Android apps in the coming week.

Here’s a full list of everything that has changed in this update:

– Idle: All levels we re-generated. This could cause costs, asset locations, recipes, etc. to be changed slightly. If you were already in the middle of playing a level when you update to this version, you’ll keep playing the old version of the level. But all new levels started after updating will be on the new version of the level. For those keeping track at home, these new versions of the levels are called revision 3. Note if you start a new version of a level, then switch to a device using an older version of Warzone Idle, you won’t be able to play it there. Please update all your devices to the latest version to avoid this.
– Idle: Added achievements.
– Idle: Added more ore types past Gold. Also fixed a bug that made some mines give out Silicon instead of Silver.
– Idle: Techs now show small icons so you can see what resource types are needed to unlock them without opening them. Thanks to TBest for suggesting this.
– Idle: Adjusted recipes so they take techs into account when determining how profitable they’ll be. Thanks to Farah for reporting this.
– Idle: Reduced smelt/craft times of recipes, particularly on longer levels.
– Idle: Re-arranged locations, and therefore unlock cost, of the auto-sell, auto-upgrade-army-camps, and auto-smelt advancements.
– Idle: Reduced number of empty territories in levels with more than 1000 territories.
– Idle: The advancement button is now blue when it will unlock an advancement, and green when it will upgrade an advancement.
– Idle: On large screens the techs tab body is now centered.
– Idle: Fixed a bug that made some levels after Geopolitics have fewer mines than they were supposed to.
– Idle: Fixed AP toggle buttons being usable in challenge levels.
– Idle: Fixed possible error message after signing out.
– Idle: Fixed spacing on mines tab so names wrap less often.
– Idle: Fixed the “armies/money gained since you were away” numbers that were displayed when auto conquer was enabled. Thanks to Tainted Monk for reporting this. https://imgur.com/a/QRvqY7j
– Idle: Fixed audio in challenge levels.
– Idle Unity: Fixed a bug that made bonus links unclickable after purchasing the tech that increases bonus values. Thanks to Half Moon for reporting this.
– Idle UJS: The game now detects trying to play it in multiple browser tabs, to ensure you don’t lose progress.
– Idle UJS: Fixed draft icon not being clickable while the visual pulse was on screen.
– Idle UJS: Fixed stroke color of territories on K-PX map. Thanks to Tainted Monk for reporting this.
– Idle Android: Fixed a bug that made arenas not notice the reward if you closed the game using your hardware back button. Thanks to aw1908 for reporting this.
– Unity: Added achievements browser.
– Unity: When screen space is limited, such as on a phone, the chat room now overlaps content instead of docking to the side. This ensures the content doesn’t resize to insanely small sizes.
– Unity: Fixed chat room Send Message area getting pushed off the bottom of the screen when moving between pages with ads and without ads. Thanks to prince ganymedes for reporting this.
– Unity: Fixed bonuses with too many territories rendering their image as a white box. Now it will just render nothing. Thanks to Shogun for reporting this.
– All: Real-time quickmatch games no longer allow you to surrender immediately after they start.
– All: Rafflebot replies to players no longer make sound.
– All: Fixed a bug that could cause an error when clicking “try again” on a single-player custom game created with a built-in template that uses a feature you don’t have permission to. Thanks to Oro for reporting this.
– All: Fixed a bug with scenario distributions that could give an error if teams were bigger than the scenario supported. It now gives a more friendly message explaining what is wrong. Thanks to Kevin for reporting this.
– All: Fixed a bug that could cause AIs to fail to make orders in some specific circumstances in local deployment commerce games.
– All: Fixed a bug that made the abandoned games system not work on modded games.

Warzone Idle Open Beta

Warzone Idle beta is now open to everyone, even if you’re not a member! If you’d like to be among the first to play it, make a post in the Warzone Idle Open Beta Signup Thread!

Fizzer Stream

To kick off the Warzone Idle Open Beta, I’ll be streaming at twitch.tv/FizzerWL on Tuesday at 11am pacific time. Use this link to see the time in your local timezone or a countdown. Hope to see you there!

Update 5.01.0

Since the beta started, I’ve been hard at work at fixing up all the rough edges that people have found. I appreciate all the feedback from everyone who is playing it!

Today launches the 10th update to the game. Today’s update is live on the website now, and will go live in the iOS/Android apps in the coming week.

Here’s a full list of everything that has changed:

– Idle: Every 20 seconds, the draft icon now sends out a visual pulse to make it easier to find.
– Idle: The resource tabs now always show resources that you have the recipe to make, so you can tell how much it would sell for without having to make one.
– Idle: The Coin Wheel now gives out Warzone Idle powers in addition to its normal coin rewards. All players must win a multi-player game to be able to spin (previously, accounts under level 7 did not need to win multi-player games to spin).
– Idle: The global chat raffle can now give out Warzone Idle rewards in addition to its coin rewards.
– Idle: Coin leaderboard now gives Warzone Idle rewards in addition to coins. Minimum coins needed to earn a rank reduced to 100.
– Idle: Re-generated challenge levels for balancing.
– Idle: Cost of the 30% additional AP purchase changed to 50 coins.
– Idle: Tournaments can now give its winners Warzone Idle rewards (only when created by an admin)
– Idle: Fixed the header of the “Items” tab so it makes it clear that some of those things are alloys and not items.
– Idle: Fixed the arena reward balloon so it doesn’t pop up behind the idle time dialog.
– Idle: Fixed phantom draft icon showing up after syncing from another device that already consumed the draft. Thanks to Super Smoove for reporting this.
– Idle: Fixed bonus animation so it doesn’t show up on bonuses worth 0. Thanks to Name for reporting this.
– Idle: Fixed bonus links being truncated instead of rounded.
– Idle: Fixed rounding issue on “additional mercenaries” AP that made it round 2.5% to 3%
– Idle: Fixed arenas giving error if you requested a game while another request was in-progress. Thanks to Southy for being the first to report this.
– Idle: Fixed a bug that made the app not sync on startup if no level was in-progress the last time it saved. Thanks to Tulsi 2020 for reporting this.
– Idle: Fixed “parent is null” error. Thanks to Immovable Object for reporting this.
– iOS: Added option of signing in with Apple ID. This was done to satisfy Apple’s requirement.
– All: Increased real-time quickmatch match rate.
– All: Loading a list of quickmatch template’s on the Create Game screen now show the templates actually in quickmatch.
– All: Fixed the max players in a game when using invite-by-code with scenario distributions.
– All: Fixed the order of Confirm/Cancel buttons in the Create Game pages. Cancel should always be on the right.
– All: The “Configure teams dialog” now shows the “fixed teams” option even when in “invite by code” mode, and it just explains why you can’t use it.
– All: Fixed a caching bug that could make the surrender tutorial come up more times than it was intended to.
– All: Fixed tween null reference error. Thanks to Martel for reporting this.
– Unity: Fixed a bug in map tessellation that made territories use the wrong winding rule. This fixes the “Gate of Mercy” territory in Ursa:Luna. Thanks to Perrin for reporting this.

Warzone Idle Member Beta

Warzone Idle beta is in full swing! All Warzone members have been invited (unless they’re inactive or have >= 3 warnings). If you’d like to participate, pick up a membership and you too can be among the first to play it!

Update 5.00.9

Since the beta started, I’ve been hard at work at fixing up all the rough edges that people have found. I appreciate all the feedback from everyone who is playing it!

Today launches the 9th update to the game. The first 8 were smaller bug-fix updates. Today’s update is live on the website now, and will go live in the iOS/Android apps in the coming week.

Level Re-Generation

As part of this update, all levels were re-generated. This could cause costs, asset locations, recipes, etc. to be changed slightly. This was done to make balance tweaks/fixes, fix usability issues, change arena templates, and to ensure that it works smoothly.

If you were already in the middle of playing a level when you update to 5.00.9, you’ll keep playing the old version of the level. But all new levels started after updating will be on the new version of the level.

Note if you start a new version of a level, then switch to a device using an older version of Warzone Idle, you won’t be able to play it there. Please update all your devices to the latest version to avoid this, or ensure you start levels from the older version.

Other Changes

– Idle: When playing from multiple devices, the app now pops up a message explaining how to sync without losing progress.
– Idle: Arenas no longer include FFA templates.
– Idle: Moved the starting location of the levels Huruey’s Castle, War of the Worlds, and Drakemor’s World.
– Idle: Adjusted techs that increase ore sell values. They now increase by a greater amount, and two were changed to increase alloy sell values instead.
– Idle: Added extra levels to mines and army camps so they won’t get maxed out as easily.
– Idle: Video army camp production bonus changed to 20%.
– Idle: The “Abort Level” button now always shows a confirmation dialog, even when no territories are conquered. Thanks to Lunar Creep for reporting this.
– Idle: Fixed number rounding so “999900” will get rounded to “1M” instead of “1000K”. Thanks to hexe1309 for reporting this.
– Idle: Fixed overalpping bonus links in Reconquest level.
– Idle: Fixed a bug if your app restarted while waiting for an arena game that caused the arena to not give its reward.
– Idle: Fixed “can’t upgrade” error when tapping a mine upgrade button rapidly. Thanks to Muli for reporting this.
– Idle: Fixed a bug that could make a power not show that you have it if you cancel the UI.
– Idle: Fixed number suffix for trillions.
– Idle iOS/Android: Fixed a bug in the map caching that could make it have to re-download the map each time you open the app (it should be caching the map on your device to allow for offline play)
– Unity: Fixed in-lined images in discussion posts.
– Unity: Entering invalid numbers into card settings now gives an appropriate failure message instead of just using 0.
– Unity iOS/Android: Fixed a bug that could make sockets connect when they didn’t need to. Thanks to Lunar Creep for reporting this.
– Website: Fixed UnityOrUJSOnly error when joining a commerce game from the website. Thanks to AI for reporting this.

Announcing Warzone Idle

I’m pleased to announce Warzone Idle! Now, you can conquer the world in your sleep! Warzone Idle is a new game using the Warzone engine. Check out this video to learn what it’s like:

Why make an idle game?

Warzone Idle complements Warzone Classic very well. As Warzone Classic is primarily a multi-player game, it means there’s always going to be some downtime while you wait for your opponents. This creates a perfect opportunity to swap to the idle game, re-invest your earnings, and swap back.

Further, I just love idle games. I play them often, and I’ve always wanted to make one. Warzone’s engine is perfectly suited for the task, so Warzone Idle was born!

How can I play it?

Soon, Warzone Idle will enter beta, and I will send out invites to players to help test the game before its official launch later this year. Warzone members will be the first to receive beta invitations, as a way of thanking them for supporting the game. So if you want to be among the first to play Warzone Idle, make sure you’re a member! Invites will be sent via Warzone mail. Stay tuned for more info!

Update 4.21: Community level AI switchable, Community Events expanded, Fun Stats

Warzone has just been updated to version 4.21.0! This blog post describes what’s changed.

This update is available now on the website. The iOS and Android apps should be updated to this version within a week or two.

Community Levels AI

When making a community level, you now have the option to switch which algorithms will power the AIs in that level. This gives a lot of new options for community level authors to play with to create more fun and exciting levels!

The AI options are:

  • Prod 2.0 Random: This is the AI that was previously used on all levels. This is the default.
  • Prod 2.0: This is the same as the above AI, except that it doesn’t allow randomness to influence its actions at all. This is a great choice if you’re making a puzzle level, where you want predictable AI behavior. This wouldn’t be a great choice in a normal level since a smart player could learn to predict what the AI will do, since there’s no randomness.
  • Prod 1.0: This is the old version of the WarLight AI, originally written in 2009. Likely not a good choice for a level unless you specifically want a dumb AI, or are trying to re-create some of WarLight’s old levels like the insane challenge.
  • Wunderwaffe: An AI written by the player Norman for an AI competition. Tends to be more strategic with its armies and moves than the above options.
  • Cowzow: Another AI written for an AI competition.

To change the AI used in your level, press the new “Change AI Type” button under Change Players:

Community Events Improvements

The Community Events list is getting some improvements! This is a list maintained by ps that links to all events community members are running.

This list now gets its own page, and also allows each community event to enter a description and join requirements. This is all in an effort to make joining community events more streamlined.

If you run a community event on this list, please consider coming up with a short description of your event. Just one sentence is enough.

Also, if your event has requirements to join, such as players being a certain level, being in a clan, or specific signup windows, please detail these requirements.

Send these along with your description to ps

Other Changes

– Website: Added “Fun Stats” page to /Membership and to the drop-out in the top right.
– All: Clicking “Rematch” on an open game will now start a rematch with the same players who played that game.
– All: Made level “Caesar’s Challenge” slightly easier.
– All: Due to recent abuse, 1-coin entry fee games are no longer allowed to be created. Creating a coin game from the Coins/CreateGame page must use at least two coins. It’s still OK to play 1-coin games through Quickmatch.
– All: Fixed an issue with quickmatch that would leave you 0 checked templates if your only checked templates were removed due to their votes. Thanks to Jody for reporting this.
– All: Fixed a bug with AI randomness when it was completely surrounded by neutral territories.
– UJS: Fixed several camera positioning issues that happened when your OS scale was set to a scale other than 100%. Thanks to Pardon for reporting this.
– UJS: Fixed a bug that made the Cowzow AI produce incorrect attacks.
– Unity: Updated Unity to 2018.4.22f1
– Unity: Fixed tooltips. Thanks to BuffaloTrace for reporting this.
– Unity: Fixed community tab refreshing every activate.
– iOS: Increased quality of loading images. Thanks to Muli for reporting this.
– iOS: Fixed a bug that could cause sides of the screen to be in the wrong position after locking + unlocking phone and rotating the device.