Build 0.5.1 Changelog

Spy Battles: Counter-Intelligence Gets Teeth

10 New 5 Changed 1 Balance 9 Fixed 1 Notice

Everything here follows the classic playbook: deterministic battles with no dice rolls, fought in a fixed order you can reason about. The headline mechanics are below, then the supporting changes grouped by system.

Spy battles

8 changes
Battle order is fixed and predictable: target spy protection first, then the target owner's agent, then owner-alliance agents in descending infiltration order. No randomness anywhere in the cascade. #
Each stage is a mutual subtraction. A defender with less infiltration than your remaining pool dies and drains you by that amount; a defender with more survives with the difference and your agent is eliminated. An exact tie kills both agents. #
Spy protection is consumed by every attempt, win or lose, capped at what the attacker actually brought. A 10-infiltration agent dying against 20 protection leaves the defender with 10, not 20. #
Surviving the battle with less infiltration than the operation needs fails the op but spares your agent: only losing the battle itself gets an agent discovered and eliminated. #
Lockdown fights the same spy battle as every other agent operation. A lockdown that loses the battle spends its energy and costs the agent, and no lockdown lands. #
Everyone involved hears about it: the attacker gets an agent report with the outcome, the target owner is alerted when an attempt is defeated, and every defender learns whether their agent fought it off or died doing it. #
The covert dialog now reports the battle result immediately: "your agent was discovered and eliminated in a spy battle" instead of a cheerful "operation launched" while your agent quietly disappears. #
Only the target owner and their alliance defend. A third party's agent sitting on the same target neither fights nor gets hurt. It just watches. #

Spy protection

3 changes
Passive protection gain is presence-based per location: one friendly spy is enough, and stacking more spies on the same target doesn't stack the gain. #
Placing protection on an alliance-mate's colony or outpost only requires alliance ownership access. A stationed spy lowers the energy cost. The protection belongs to the location's owner, exactly as if they'd bought it themselves. #
Add Protection now unlocks with the Spy Center (Scan & Covert Ops level 2) instead of the Shield Generator. If you have initial spy access, you can defend against covert operations. #

Agents

2 changes
Agents can be removed from the target card with one click, free, no energy. The agent's accrued infiltration is forfeited, freeing one of your ten agent slots for somewhere that matters more. #
Agents can be planted on player-held relics. Admin-controlled relics reject infiltration outright. Wait until someone claims it. #

Spy travel

1 change
Defender-speed travel applies to every spy move: toward friendly, allied, or enemy targets alike. Gate travel is unchanged (still instant, still energy). #

Squad command

2 changes
Hovering a pile of squads parked on a colony or outpost now lists every squad in the stack by name with its unit count, instead of showing just one. Enemy stacks stay redacted, and unit composition is never revealed, only totals. #
Shift+click a colony, outpost, or a parked squad to grab every one of your stationed squads there at once and jump straight to the move order: pick a destination and send. No more clicking in, opening the squad list, and choosing "all" first. #

Alliance & combat fixes

9 changes
Squads sent to an alliance-mate's outpost now actually station on it when they land. They used to arrive as loose parked squads, invisible in the outpost's garrison list, even to their own commander. #
Same-alliance forces can no longer fight each other. Allied squads meeting on the same tile (including at a friendly outpost) now coexist or reinforce the defense instead of materializing a battle, and an attack order that lands after an alliance-mate has taken ownership of the target stands down. #
Alliance-mates' squads stationed on an outpost now defend it alongside the owner's garrison when an enemy attacks, matching how endgame objects already resolve their defenders. #
Alliance visibility now shares parked member squads, not just moving ones: garrisons on member outposts and field deployments show on the map for the whole alliance, and your own squads parked on an ally's outpost are visible again. #
Squad merge works away from home: two idle squads parked on the same tile (fresh reinforcements refilling a depleted garrison on an outpost, for example) can now merge. Previously only stationed squads at the home colony qualified. #
Relic income now reliably reaches the whole alliance. The per-tick relic bonus could miss alliance-mates (and always read zero in the economy preview) when the relic holder wasn't part of the same processing batch. #
Jam rings clear the moment the jam expires. The jammed badge on colonies and outposts now counts against the live tick clock (like the lockdown dome) instead of waiting for the next data refresh. #
A squad sitting on an enemy outpost now presses the attack every tick instead of idling on top of it. If the garrison leaves, the parked squad takes the outpost on the next tick rather than waiting for a fresh attack order. #
Launch from one of your outposts, lose it to an enemy mid-flight, and your squad now fights to retake it the moment it lands back, instead of parking harmlessly on the captured tile. #

Map & UI

1 change
Colonies you've conquered now glow a deep conquest blue on the map, so your holdings read apart at a glance from enemies (red) and friends. An explicit personal colour mark still overrides it. #

Counter-intelligence finally has teeth. Plant defensively, keep your protection topped up, and think twice before throwing a fresh agent at a hardened colony. If something feels off or breaks, tell us in-realm.

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.

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