Characters who join assaults will receive a Shard reward based on their position in the zone leaderboard, regardless of whether their guild wins.
Each zone has its own leaderboard, and characters can appear on multiple leaderboards if they participate in assaults in different zones.
A character’s position is determined by the total EXP they contribute to their guild’s conquest in that zone.
The rewards are from 20,000 shards down to 2,000 shards depending on the position. You can check the wiki for a breakdown.
The game now has a public API which can be used to access various data in the game. This will become particularly useful for creating your own applications, such as Discord or Telegram bots.
Due to the involvement of the public API, it will be a project that will be completed over time. Right now, there are 18 endpoints available, with plenty more on the way. Over time, we’ll continue to expand and refine what’s accessible.
The API comes with several limitations
#### Battle Queueing (or... "Battle All")
You can now queue your battles up to your maximum idle time. This lets you defeat a wide range of enemies in a single action, instead of fighting them one at a time.
You can queue stacks of up to 5 enemies per queue. Each stack can be different, or even the same enemy under different conditions. For example, you might queue 100 non-scaled rabbits followed by 100 scaled rabbits.
Note: For the first 24 hours, please use this system with a little caution. We’ve rewritten a large portion of the underlying mechanics (the old system wasn’t built for this), and while it has been thoroughly tested (including a closed alpha test) there may still be rare issues that only appear at scale. Some bugs may surface early on, but we’ll be monitoring closely and fixing them as quickly as possible.
You can now adjust the size of your interface from the settings page. This is especially handy if you're using a smaller screen - in the last update, some of your alt characters might’ve been cut off, making them hard to access quickly. With UI scaling, you can resize everything so it fits your screen perfectly.
Here’s a quick, bite-sized explanation of why we made some changes to the UI - just in case you’re curious. If not, feel free to skip this part.
The quick action buttons (like the map and "nearby") were often missed by players. Even though they were front and center, they didn’t follow the natural flow of the app - a lot of people check the navigation list first before looking around. By moving these buttons into the main navigation, they should now feel more natural and easier to find, especially for new players. The down side is that this change may disrupt the existing flow, so it might take a few days to get used to.
Switching characters in the old menu felt clunky. It was in a separate pop-up that didn’t flow well with the rest of the page - and it was slow to load when doing it in quick succession. We’ve now placed your characters at the top of the screen, so switching is quicker, smoother, and feels like a more natural part of the experience.
The UI elements were just too big. They didn’t match the rest of the app and made it hard for us to add new feature - because the page would become too long and awkward to scroll. We’ve resized things to make room for more features in the future.
We hope these changes will:
Performance improvements. You might notice the game feels faster now, especially if you live far from London (where our servers are based). For example, players in Indonesia are seeing pages load about 45% faster on average.