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OF Intel

CHANGELOG

v24 Full Changelog (Trains, Factories, Upgradable Buildings)

Curated from the official resources/changelog.md, focusing on the balance and new mechanics with the biggest gameplay impact.

v24 Published Jul 18, 2025 #changelog#balance#features

Major New Mechanics

  • Train System: Factory → Train → runs along rails between City / Factory, paying out gold based on the relationship of stations visited (allies 35k / team 25k / self 10k). Currently only available in single-player / private lobbies.
  • Upgradable Buildings: City / Port / SAM / Silo all support 4-level upgrades (Factory introduced at the same time).
  • Multi-level Radial Menu: The right-click build menu has been reworked into a multi-level dynamic structure.
  • Flares System: Used to communicate intent (markers, warnings).
  • Hash routing: URL routing rebuilt with hashes for easier deep linking.
  • GitHub Releases sync: The in-game “What’s New” button links directly to the official releases.

Key Balance Changes

ItemOldNewImpact
Trade Ship global capUnlimited150Diminishing returns on port count; port upgrades become important
MIRVPowerfulNerfed outer ring, can be quickly recoveredPsychological warfare > physical damage
Warship target priorityWarshipsTransports prioritized, instant cooldown on hitA single warship can shut down a sea invasion
DiscountsReusable multiple timesSingle-useStingy early-game build economy
AI NukesAny targetActively avoid SAMsA single SAM provides deterrence

Combat Experience Improvements

  • Optimized territory drawing performance.
  • SAMs only lock onto nukes near threatened zones (avoiding pointless shots).
  • Nuke speed 4 → 6, shrinking opponent’s reaction window.
  • Nation city building cap fixed (tryout33).
  • Team size auto-balancing.
  • MIRV warhead intercept stats now credited.
  • Terrain manipulation mechanic (affects mag/speed).
  • Red “betrayed” border indicator (devalnor).
  • Attack and transport ship hotkeys (Engla).

UI / QoL

  • Leaderboard reworked, performance optimized.
  • Modals / alerts support translation and dark mode.
  • Custom flags and patterns (sword, skull, white rabbit, goat, radiation, cursor, QR, etc.).
  • Top bar redesigned (Diessel).
  • New building icons / build / HP / reload bar styles.
  • Global color reassignment to avoid same-color player confusion (Ble4Ch).

Backend / Technical

  • Stats endpoint opened publicly.
  • CORS Origin added.
  • Native mobile login support.
  • Discord user and guild caching.
  • Improved session error handling.
  • CC BY-SA resource license attribution.

Strategies Players Should Adjust

  1. Port strategy shifts to “upgrade rather than build new” — the 150 cap causes marginal returns on the 5th+ port to plummet.
  2. Sea invasions require clearing the seas first — a single warship can massacre transport fleets, so send 2-3 warships to clear the lane before landing.
  3. Build your first SAM earlier — AI now avoids SAM coverage, drastically lowering the deterrence cost.
  4. Treat MIRV as psychological warfare — spend 25M gold to disrupt opponent deployment rather than expecting kills in the outer 18 tiles.
  5. Ally rails = economic leap — in a 3-player alliance, building 2 Factories + sharing connected Cities can send income soaring.

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