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.
2.1: SkillMod calculator · current
- SkillMod calculator: build an offensive rally and a defensive garrison, then read the hidden SkillMod multiplier both ways, your hit on them and their counterattack on you. A pure-offense rally hits hard, then eats the return blow, and this makes that trade impossible to ignore. What SkillMod is →
- Its own layer: SkillMod is not affected by your buffs, stats, gear, troop counts or bonuses. Only hero, joiner and widget skills feed it, so you can compare skill setups cleanly with nothing else muddying the result.
- Auto-suggest joiners: lock your leaders, hit Find the best counter, and it searches every joiner combination for the four that win the SkillMod trade against the enemy you face. Models Expedition SkillMod, not Bear.
- Appointments are additive: minister bonuses (Field Commander and friends) add flat percentage points instead of multiplying; the old multiplicative model over-credited them at late-game totals.
- Helga and Amadeus passives are additive base stats: they stack into your visible Lethality and Health and apply account-wide even when the hero is benched, which also removes a small double-count that used to sneak into Easy Mode imports.
2.0: Benchmark & decisions
- 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.
- 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 →