Release history
Changelog
What's changed, newest first — the running summary of the simulator's releases.
Newest first. Dated release announcements go out in the Discord; this is the running summary.
2.0 — Benchmark & decisions — current
- Benchmark & Roadmap Advisor — a new first tab: rank every leader across solo attack / rally / defense / garrison / all-around against generation meta formations, then a shard-budget plan (develop / hold / set aside) with F2P / spender / whale profiles. How it works →
- Attack & Defense merged into one workspace with an Attack ⇄ Defense toggle.
- Gear inventory import — scan your Backpack → Gear screen and it builds the best loadouts per class.
- Epic leaders — the three-mythic-leader restriction is gone; epics can lead.
- Decision-first results — Attack & Defense and Quick Fight now open on a verdict + one-line recommendation, with the tables underneath. Home rebuilt as a navigation hub.
1.2 — TrueGold & decimal troops
- TrueGold combat skills — troops now fight with their TG procs (infantry damage-cut, cavalry bonus hit, archer volley; extra at TG8). Full T1–T11 × TG0–TG8 grid, T11 included. Tiers →
- Decimal troop levels (e.g. Lv 9.9 + TG grade) that interpolate between tiers instead of rounding; multiple troop rows per class for mixed armies.
- Import your owned heroes from a screenshot; win-rate ⇄ battle-score toggle on results; dark mode; fractional hero stars (⭐4.2); a battles-simulated counter.
1.12 — Generation 7 heroes
- Added Wee & Woo (Archer), Ava (Cavalry) and Charles (Infantry). Ava's Dissolution drops enemy Defense 25% on a new op code 212 that multiplies with the existing enemy-defense-down. Op table →
- Speculative Gen 7 kits haven't been tested in-game yet — use with caution until the numbers are confirmed.
1.1 — Easy mode, appointments, turrets
- Easy mode — upload a battle-report screenshot and the importer parses your stats. Solo-attack Quick Fight, full per-skill hero customization, appointments (Field Commander / Marshal / King) and turrets at all levels.
- Buff math migrated to one layered formula system; the Moose effect reworked as a proper enemy-HP debuff. Layering →
1.01–1.04 — Engine & stability
- Batched engine with preallocated buffers, heap-based Top-K, a 1,500,000 search-space cap, a global one-sim-at-a-time queue, and a graceful cancel that returns the best results found so far.
- Per-session isolation (no cross-user leakage), a backup/restore export, and the SEO metadata work (Open Graph, Twitter, JSON-LD, robots/sitemap).
The State-of-Survival round-0 anchor (188.7 → 189 deaths) stays green across every one of these. See the anchor →