Update 6.02.1: Small update

War.app has just been updated to version 6.02.1! This is a small update to fix some bugs and make minor improvements to the game and app. This blog post describes what’s changed.

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

Changes

  • Classic: Added logic to help protect against accidental card discards.
  • Classic: Fixed city cost when global city cost increase was enabled.
  • Classic: Fixed seasonal ladder showing 0 rating in the end-game dialog when the next season was created but not yet started.
  • Classic: Fixed a bug that caused an error if you entered out-of-range values into an overridden bonus in the custom scenario editor.
  • All: Fixed map bug that affected some territories with complex holes.
  • All: Added an option to “randomize unassigned” in ranked choice polls.

Update 6.02: New City Options, Overlapping LD, Quickmatch Blitz

War.app has just been updated to version 6.02.0! 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 war.app and on the standalone clients. It will come to the Android and iOS apps in the coming week or two.

Many of the features being delivered in this update were directly lifted from the Feature Request Forum, where you can vote on what features you’d like to see implemented into War.app next. This is the primary way of making your voice heard, so be sure to vote if you haven’t!

New City Options

When playing a War.app classic commerce game, players can build cities which grant additional income. Prior to this update, game creators can choose the base cost of building cities, but new options are being added to give additional flexibility to game creators.

City income: Prior to this update, every city increased the owner’s income by one. Now, game creators can now define how much each city increases player’s incomes by, from zero to 500.

Territory City Cost: Prior to this update, every city on a territory increased the cost of building additional cities on that territory by one gold. With this update, game creators can now configure this additional cost or eliminate it.

Global City Cost: If enabled by a game creator, this defines the additional gold that each city costs to build for each city under that player’s control anywhere on the map. Prior to this update, city costs only increased based on cities on that specific territory.

These three new options give much more flexibility to game creators when configuring commerce cities. One of the goals of this is to reduce “city spam” where commerce games with cities ends up with way too many cities all over the place which clutter the screen and are cumbersome to build.

Undo Build City

This update makes it easier to undo an accidentally-built city when building your orders. Prior to this update, the only way to undo a city build was to delete the build-city order in the orders list. This is fine if you’re only building one city, but if you wanted to build multiple in a single turn, deleting the order would undo all cities you’ve queued up that turn requiring you to click on the ones you wanted to build again.

Now, there’s a convenient “undo” button on the build city screen, allowing you to easily un-build the last city you built in case you make a mistake.

Overlapping Bonuses in Local Deployment

This update brings a long-requested feature: The ability to use overlapping bonuses in local deployment games.

Prior to this update, game creators had to override overlapping bonuses to zero in order to be allowed to use maps with super bonuses. Now, you can use local deployment when bonuses overlap as long as each bonus is fully contained within a bigger bonus (as is common in super bonuses). This opens up a lot of new map and gameplay options for local deployment lovers.

Edit: This section previously said that all overlapping bonuses could be used, not just super bonuses. Early testers found some issues with this feature, so it was adjusted in version 6.02.0.3 to work only with super bonuses. Hopefully complex bonus support can come in a future update.

Quickmatch Blitz

When joining a real-time quickmatch game, you’ll find a new Speed button that allows you to switch into blitz mode. In a blitz game, the boot times are one-third that of normal.

This is suitable for players who wish to play a very fast game and don’t require as much thinking time.

Additionally, when watching turns play out, the animations play much more quickly in blitz games.

If you switch to blitz mode, you’ll only be paired with other players who are in blitz mode. You can also switch into “Any” mode which will always use your opponent’s mode when determining the game speed. If two players in “Any” mode are matched against each other, War.app will create a blitz game.

Fizzer AMA

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

Other Changes

  • Classic: In large local deployment games, when on a phone being held in portrait mode, the bonuses list now only shows a maximum of 10 bonuses to avoid covering the entire screen.
  • Classic: Implemented the rest of the classic guides
  • Classic: Fixed a bug when clicking on the name of a template in the settings dialog for a built-in template, like on a 1v1 ladder game, from wrongly stating that the template had been deleted.
  • Idle: Fixed the name of templates in the arena templates for Medium Earth Traditional and Final Earth 2v2.
  • Mods: Fixed writing into proxy tables without __newindex

Update 6.01: Bomb animation, override bonuses from map

War.app has just been updated to version 6.01.0! 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 war.app and on the standalone clients. It will come to the Android and iOS apps in the coming week or two.

Most of the features being delivered in this update were directly lifted from the Feature Request Forum, where you can vote on what features you’d like to see implemented into war.app next. This is the primary way of making your voice heard, so be sure to vote if you haven’t!

Bomb Animation

When watching a bomb card be played out in a game, there’s now a small animation that plays:

This is visible on all clients except the 2d website client, which will continue to simply show the word “bomb.”

Clan War Template Vote

We’ll be holding a vote to add new templates into clan wars! If you have a template you’d like to see added, now is your time to suggest it. Please submit suggestions per the instructions in this thread.

Override Bonus Values from Custom Scenario Editor

It’s now possible to edit the number of armies you get from a bonus directly on the custom scenario editor screen! This is a feature request players have been requesting for a long time, so I’m proud to finally deliver.

This makes it much easier when designing diplomacy scenarios. When you’re editing the custom scenario, you can click on a bonus link and type in a number and it will override the bonus’s armies per turn value to your number.

This is entirely for convenience and does the same thing as if you had typed the bonus value into the Army Settings page.

Hospital Radius

When selecting a hospital in Idle War.app, there’s now a new button named “Radius”. When you click it, it will highlight all territories within range 4 of the hospital, which is the range at which the hospital doubles its effect.

Active Chat Tab on Color Conflict

If you have two chat tabs open in a game, where both are assigned the same color, the game now underlines the tab that’s active. This helps make sure you can tell which tab is active. Usually the color gives it away, but when there’s a color conflict it can be easy to get them confused.

Web users now default to 3d mode for small maps

When playing war.app on the website, you can choose between 2d mode and 3d mode in the settings menu. With this update, a new option exists called “Small Maps Only” which means that it will be 3d for small maps and 2d for large maps.

This is a helpful mode since 3d runs great on small maps, but can have pretty demanding hardware requirements for large maps. Therefore, by setting it to Small Maps Only, you get the best of both worlds.

Small Maps Only is also now the default for new accounts. Existing accounts will be automatically moved over to Small Maps Only over time, but of course you can always override this in the settings menu yourself if you prefer something different.

Other Changes

  • Classic: Improved the appearance of the settings panel when many cards are involved.
  • Classic: Added guides for coins, and analyze graphs.
  • All: Expanded the alert button sizes.
  • All: If two clans’s points tie at the end of a clan war, ties are now broken by whichever clan has the highest clan war rating.
  • All: Warzone.com links on the forums or on in-game chats are now auto-updated to war.app.
  • Mods: During picking, pickable territories now show the structures on the territory if a mod put any there.
  • Mods: When creating a game with custom cards, the number of card pieces given out per turn is now automatically increased to match the minimum number of card pieces given out by all cards combined.
  • Mods: Fixed skipped orders so they no longer record armies as used.
  • Mods: Fixed a case where structures would be lost if two mods wrote structures to the same territory in Server_StartGame.
  • Mods: Fixed importing metatable objects into game code.
  • Mods: Fixed integer input boxes not accepting negative signs on mobile.
  • API: Added &GetMap=false to Query Game API