Build 0.8.4 Changelog

Build 0.8.4: Markers, Colony & Alliance Reworks, and Battle Simulator

10 New 23 Changed 1 Balance 2 Fixed

The changes below cover the work shipped in Build 0.8.4, grouped by area.

Markers

9 changes
Markers now use color and icon for their purpose and shape for their audience, clearly separating alliance markers from private markers. #
Marker cards now show the owner and the placer separately, so alliance ownership never hides who created a shared marker. #
Placing a marker now shows a live ghost preview and coordinates. Repeat mode can keep the placement tool armed for multiple drops. #
Markers can now be renamed, retyped, moved, duplicated, or deleted in place, with confirmation feedback and Undo for reversible edits. #
Private markers can be shared with an alliance, and alliance markers can be made private, with confirmation before either visibility change. #
Read-only alliance markers explain why they cannot be edited and can be copied to a private set. Officers can adopt orphaned alliance markers. #
Reaching a marker cap now produces a useful explanation and offers the choice to remove a marker or switch to the other visibility scope. #
Markers on the same tile now stack, nearby markers cluster when zoomed out, and a draggable Marker Manager supports search, filters, and keyboard shortcut L. #
Overlapping markers now arrange themselves into draggable stacks instead of hiding one another. #

My Colony

6 changes
Overview now shows a colony skyline with animated structures. #
Resources now centers the converter, shows net-per-tick and storage pressure clearly, and includes searchable resource history and attribution views. #
Conquers now uses stateful cards and a detail rail for control timers, tax, ownership, rebellion progress, and available actions. #
Values throughout now explain their inputs through pinnable popovers that can be hovered. #
The structure workbench has new per-level artwork and clearer build actions. #
Selecting a structure now opens a detail rail with its level ladder, costs, benefits, prerequisites, build or cancel controls, and ruleset-backed refund information. #

My Alliance

3 changes
My Alliance now contains Overview, Members, Governance, Economy, Diplomacy, Activity, and Settings tabs. #
The Members page now supports search, online status, and direct trade actions. #
Invitations, role assignment, kicking members, transferring leadership, and managing role slots now have clearer flows. #

Battle Simulator

3 changes
Simulations now include the round-by-round playback, play and pause controls, outcome comparisons, losses, and survivors systems from Battle Reports. #
Simulations can now be named, saved, loaded, duplicated, and shared through public read-only links. #
Battle reports now group armies into Infantry, Vehicle, and Tank ranks, show richer unit artwork, and provide focused tooltips for each stack. #

Infrastructure

4 changes
The registration realm list now separates human players from bots so realm capacity is easier to understand. #
Automated moderation coverage has been hardened across all systems. A new behavior-detection platform helps the moderation team detect unusual activity within moments. #
The moderation team now also has an isolated report workspace. #
The moderation team can now dismiss, warn, hide, mute, suspend, ban, or escalate from the report workspace. #

Others

11 changes
Squad travel speed has been reduced. #
Unit artwork now appears in squad management and recruitment queues, making chassis and loadouts easier to recognize. #
Colonies, outposts, resource outposts, crystals, and relics now use a new hex-cog visual language with distinct silhouettes and ownership-colored frames. #
Garrisons now appear as a ghost ship instead of a whirlpool. #
Nuke flight paths now appear only while the nuke is selected or hovered. #
Spies now switch to compact, ownership-ringed markers at strategic zoom so they remain visible without covering nearby sites. #
Fantasy map scaling has been updated, keeping sprite sizes in parity with the Earth map. #
Wreckage now has a denser animated debris field and a clearer strategic silhouette. #
Notifications now cover all covert operations, agent losses, conquest rebellions and releases, and alliance membership changes. #
Units can no longer be assigned to or removed from a home-colony pool when their squad is stationed somewhere else on the map. #
AI alliance orders will no longer fail when coordinating otherwise valid attacks, and bot movement now rejects invalid targets before issuing an order. #

RealmConquest is a free-to-play, turn-based browser strategy MMO in the lineage of the classic persistent strategy games. It is an independent project, not affiliated with, endorsed by, or sponsored by any third-party game or its publisher. Trademarks are the property of their respective owners.

Follow the build

Play a Free-to-Play Turn-Based Strategy MMO

RealmConquest is in open beta and free to play in your browser. Create an account and join the next realm.

Create free account