📜 Changelog
What changed in UrbanPact, newest first.
August 19, 2026
- 🏛 Landmark cooldowns now count down to when you can go, not when the door opens. Those aren't the same thing: your queue runs one action an hour, so a landmark that reopens in an hour is still three hours away if you've got two things queued in front of it. The panel was showing the door — which made the number most wrong exactly when you'd started checking it, and wrong by the most for players who keep a full queue. One reading said "in 31m" when the real answer was nine and a half hours away. A landmark you could book right now shows when you'd actually get there; one that's still too early to book just says when it reopens, rather than promising something the button would refuse. The header tells you how long anything you add now will take to come round.
- 🏪 Bought something you didn't mean to? Sell it back. The Trading Post now has an ↩️ Sell Back shelf: hand back any consumable you haven't used yet and you get exactly what you paid for it — no fee, no haggling. Buying stays one-tap, because nobody wants a confirmation screen between them and their fifth Rested Potion; this is the other way round the same problem. Only unused items can come back, mind: a Rested Potion or a Queue Boost takes effect the moment you buy it, so there's nothing left to return. The shelf only shows up when you actually have something sitting unused.
- 🔦 The Librarian's fill will now do the Supply Run it just recommended. It used to suggest one and then quietly skip it when you tapped Queue the Librarian's plan, because a run spends your own gold. But a Supply Run doesn't buy anything until it reaches the front of your queue, and it only ever spends what you actually have at that moment — so there was nothing to protect you from. The Market Run still stays a tap of its own: that one spends your Letters of Credit the instant it runs.
- 🛍 The Librarian shows more of your shops, and tells you about the ones it isn't showing. It now offers up to three cities needing a restock instead of two — every shopkeeper in the realm trades in six cities, so two was never going to be enough — and if there are more, it says so underneath: how many already have a run on the way, and how many more need one than would fit. A city that dropped off the list because you'd already queued its run used to just vanish, which was indistinguishable from being ignored.
- 🏛 You can book a landmark visit before its cooldown ends. Your queue runs one action an hour, so if a visit wouldn't come up until after the door reopens, you can queue it now — the game checks when it would actually happen rather than whether the door is open this second. Waiting for the cooldown to lapse before re-queueing was quietly adding your reaction time to every cycle, so visits drifted later and later each day. If it's still too early, it tells you how many more actions in front of it would fix that.
- 💡 Your hourly report will mention things you've unlocked but never picked. If your Chamber of Commerce can zone another shop type, or you're a Tycoon with a specialization slot or a shop good going spare, you'll get a one-line reminder with where to go. It only ever mentions a choice that's genuinely sitting there waiting — never how you're playing — and it goes quiet the moment you've made it.
- 🚢 A half-built trade offer can no longer get away from you. Building a big offer and tapping « Back to trade used to drop you at the trade menu with no way back to what you'd assembled — five resources of a carefully-built gift, gone as far as anyone could tell. They were never actually thrown away, but nothing on screen said so and nothing offered them back. Now « Back steps up one screen inside the builder instead of out of it, so fixing an amount costs you nothing else, and
/tradelists any unfinished offer at the top with ▶️ Resume your offer and 🗑 Discard — so leaving is always reversible and discarding is always something you chose. The Review screen has a way back too: changing one number and abandoning the whole offer used to be the same button. - 🏛 Visit cooldowns now count down instead of just saying "24 hours". A landmark you'd recently visited showed (on cooldown) and nothing more, and trying to queue it answered "come back in 24 hours" — the same words whether you had a full day to wait or four minutes. Every building now tells you when its door opens again (⏳ on cooldown — open again in 6h), and the refusal quotes the real remaining time, so you can plan a route instead of tapping to find out.
August 18, 2026
- 🦊 Your Lodge's automatic hunting parties no longer earn City Score — and past score from them has been removed. City Score is meant to measure what a city's people do. The Lodge's standing auto-hunt parties had been earning it too: about 2,500 points a day, every hour of every day, whether or not anyone logged in. That was never intended — the Lodge has always scored the pelts brought to it, from back when every pelt came from someone drawing a bow, and when the automatic parties were added they quietly inherited it. By now it had grown into roughly a fifth of every City Score point in the realm, so we've corrected it rather than let it keep compounding. Every hunting city's all-time score has come down between 14% and 26%, and the recalculation moved exactly one position in the standings — your rank is almost entirely a reflection of what your players actually made, which is exactly what the number is for. Nothing else changes: the parties still go out, still cost the same provisions, and still bring home every single pelt. Hunting by hand, and expeditions you mount yourself, score exactly as they always have — they cost you an action, and that is the whole difference.
- 💡 The hourly tip no longer sends you to the Export Market to sell a luxury. Diamonds, Silk, Marble and the rest have never had outside buyers — the Customs House deals in raw and crafted goods only, which is why the export panel has just a Tier 1 and a Tier 2 tab. But faced with a big untouched pile of them and nothing more urgent to say, the advisor would suggest checking your standing orders for an outlet that cannot exist. It now knows a luxury is trade material rather than export stock, and won't point you at a sale that isn't there. The Export Market guide now says it in as many words too.
August 16, 2026
- 🏛 The Export Market now tells you how far off a sale really is. Merchants only buy whole 1,000-unit stacks, so a resource that hasn't got one to spare shows "no full stack yet" with the amount still needed. That amount was always 1,000 — for every resource under its reserve, however far under. A stockpile of 3,879 against a reserve of a million read exactly the same as one sitting at 726,828, which made the number worse than useless: it looked like every single row was one small push away from selling. Each row now names its own real distance — the units you'd have to add before the first stack ships — so you can see at a glance which resource is genuinely close and which is nowhere near. And a resource you've pinned with 🔒 Max to keep everything no longer quotes a shortfall of a billion; it simply says your reserve keeps the lot.
- 🔁 The queue panel no longer promises one thing and does another. Above the Fill button, your queue screen previews what a tap will add — "Fill adds 🪵 Gather Timber × 6". On the Gather and Craft sub-screens that preview was reading your whole queue instead of just the actions that sub-screen deals with, so it could name something the button underneath would never queue. If you'd just set up a Market Run or a Supply Run, the Gather screen would cheerfully offer to add five more and then fill your slots with gathering instead. It hit hardest if you don't have a Level 5 workbench, because the Gather screen is the only one you get. The preview and the button now read from exactly the same place, so what it says is what you get.
- 🔁 Fill works again when your queue has run dry. Fill figures out what to repeat by looking at what's already in your queue — so the moment the tick emptied it, there was nothing left to copy and Fill just told you to add something first. If you run the same job on a loop, that's every single time. It now falls back to the last job you actually worked, and says so when it does: "Your queue was empty, so Fill repeated your last job — 6 slots of Odd Jobs." It only ever remembers ordinary work — gathering, crafting and odd jobs — never a Supply Run or an expedition, because those spend your gold and supplies and you should choose them yourself. The memory never expires; it just updates to whatever you worked last. Thanks to Vik for the suggestion.
- 🔦 The Librarian now tells you when your own shop shelves are running out. The Level 5 Library reads your whole situation and recommends what to do next — a shortage to go and fix, an expedition, a Market Run, a landmark worth visiting — and it had nothing at all to say about your shops, however bare the shelves got. So the one thing costing you money by the hour was the one thing it never mentioned. A shelf running low now comes up as a 🛍 Supply Run suggestion, and it leads the list: an empty shelf earns you nothing while its customers walk to whoever is stocked, so it outranks everything else the Librarian might say. It covers every city you trade in, not just the one whose Library you are standing in — your shops are spread across the realm and your reading of them shouldn't be. The button names the city and what a full restock will cost before you tap it, a city you have already queued a run for isn't offered again, and as always nothing is queued unless you tap. The one-tap Queue the Librarian's plan button deliberately won't take a Supply Run for you — that spends your own gold, so it stays a tap of its own, exactly like the Market Run — and if a Supply Run is all the Librarian is suggesting, the fill button now says so plainly instead of claiming there was nothing to recommend, and if it queues some of the plan but not all of it, it now tells you how many suggestions still need a tap of their own instead of just reporting what it did queue.
- 🛍 A shop with a restock already on the way is no longer nagged about. If you had queued a Supply Run for a single shop from the 👑 Tycoon panel, neither the Librarian nor the hourly AI tip could see it — they only recognised the whole-city kind of run — so they kept telling you to restock a shelf whose delivery was already in your queue. Both now recognise a single-shop run and count that shelf as handled. The rest of that city's shelves are still flagged if they need it, because a one-shop run only fills the one shop.
August 15, 2026
- ⚓ The Librarian's Market Run now tops up your whole allowance. When your Letters of Credit run low, the 🔦 Library's Level 5 advice offers you a Market Run — and tapping it queued a run for exactly one credit, however far under your ceiling you were. So a Tycoon twenty credits short spent a whole queue slot to buy one, and had to do it nineteen more times. It now buys all the room you have left, in a single run, and the button says how many credits that is and what it will cost before you tap it — the same way the ⚓ Max button on your 👑 Tycoon panel already did. If you are already at your ceiling it simply isn't offered, rather than taking a slot to buy nothing.
- 🏆 Climbing a Tycoon rank now actually congratulates you. Moving up from Trader through Merchant, Magnate, Baron and Mogul happened in complete silence — the only thing that ever arrived near a rank-up was the note about a free specialization slot, and that runs on its own separate ladder, so it could turn up when your rank hadn't moved and stay quiet when it had. Reaching a new rank now sends a proper message naming the rank you reached, what it raised your Letter of Credit ceiling to, and which rung is next. Reported by Mark, who made Baron — the highest rank anyone has reached — and quite reasonably expected someone to say so. Ranks you have already earned won't be announced after the fact; this applies to every climb from here.
- 🛍 Your shops now list themselves by which shelf runs out first. 👑 Tycoon → 🛍 Shops shows how long each shelf has left — "about 19 hours of stock" — but it never sorted by it, so a shelf nearly bare sat wherever it happened to fall beside one with days of cover, and you had to read every line to find the urgent one. Shelves are now ordered by how soon they run dry, cities by their most urgent shelf, and the Restock buttons underneath follow the same order so the first button is the one that matters most. A shelf that is already empty comes first of all. One exception worth knowing: a shelf with no buyers in that city sorts to the bottom rather than the top — it isn't running out, and restocking it is the one thing that wouldn't help.
- 🚫 The "likely closed" warning on a landmark stopped crying wolf. It used to appear whenever the one Tycoon who could supply a missing luxury happened to be short of credits at that exact moment — which changes minute to minute as importers trade, so a perfectly open door could be flagged and un-flagged while you looked at it. It now appears only when the realm as a whole has essentially run out of that good: when every Tycoon who deals in it, between them, is down to almost nothing. In practice that means you will see it where it is genuinely true and not otherwise.
- 🔦 The Librarian recommends far better visits now. When your city is in good shape and the Librarian suggests a landmark to visit, it used to pick whichever came first alphabetically — so the same city kept coming up, and a grand monument worth 40 prestige lost to a modest one worth 15 because its city's name started with a later letter. Nothing was looking at what a visit was actually worth. Now it offers every landmark you have never visited first — a new stamp beats a repeat, whatever it pays — and after that the richest ones you can reach, rotating between cities so no single city takes every slot in your queue. It also no longer skips a landmark just because its host city's shelf is empty at that moment — a Tycoon covers the import, and passing over a perfectly visitable monument for that reason was costing you the best trips on the board. It does still skip one whose missing goods nobody can import, and when the one-tap fill queues several visits at once it keeps track of what the importers have already been asked for — so it won't send you to three doors that only one of them can open. The one-tap fill at Library Level 5 follows exactly the same order.
- 🎉 Congratulations buttons in the community chat actually work now. When a new city is founded or someone is promoted, the announcement carries 👍 ❤️ 🎉 buttons — and in the community chat, tapping one did nothing at all. Not a wrong count: nothing. No tally moved, no confirmation appeared, and the player being congratulated was never told. It had been that way since the buttons were added a month ago, and only in that one chat — the same buttons on city-group posts have been working the whole time, which is why it looked like a quiet feature instead of a broken one. Tapping now records your cheer, updates the count on the button, and sends the person a note saying who cheered them.
August 14, 2026
- 🚢 Trade offers waiting on you no longer go quiet. When someone offers your city a deal you get a message with Accept, Counter and Decline on it — but that message scrolls away, and after a week nobody remembers it is there. Offers were sitting unanswered for over two weeks. Your hour report now carries one line telling you how many offers are waiting on your answer and how long the oldest has been waiting, if you are the mayor or trade minister and there is actually something waiting. It is a count, not a list —
/tradeis where they live, and it already has the buttons. One-time offers count toward it as well, and if you use the short one-line report you get it there too. - 🚢
/tradenow tells you how old a deal is. Active deals show when they were agreed, and a negotiation shows how long it has been sitting with whoever owes the next move. Cities change — what they make, what they need — and a deal struck two months ago was quietly impossible to tell apart from one struck yesterday. Nothing nudges you to do anything about it; the age is just a fact you can now see. Thanks to ☃ for both.
August 13, 2026
- 🧤 The Tanning Rack is no longer the weakest crafting tool you own. Its guaranteed double was the best bonus in the game when it was built — and it stopped improving at Level 7, while every other crafting tool kept climbing to Level 15. By the ceiling the Rack was making 40% less than any other tool, which is the reverse of what it was for. From Level 8 the Rack now earns whatever an ordinary crafting tool would, so it is never behind; below that it keeps its own faster start, which is still the better of the two. Nothing goes down at any level — a Level 15 Rack goes from 60 to about 100 Leather per craft, and a low-level one is exactly as it was. Thanks to Jensen for noticing the two tools didn't line up.
- 🏹 Fill now tells you why it stopped early. Tapping 📋 Fill queues hunts until something stops it — and if it had queued even one, it reported the count and said nothing about the reason. That is fine when your queue is simply full, since the count says it for you, but not when there are slots still open: the commonest case is a trip to Mr. Crane's Reserve that would set out after your invitation runs out, which is refused at the door. So you would see "8 hunts queued", five empty slots, and no explanation — which reads exactly like your Hunting Party not working. Fill now names the reason whenever it stopped for anything other than a full queue, as a proper pop-up rather than a one-line flash that cuts off the half telling you what to do about it. Thanks to Plasma Eddie for reporting it.
- ⚒ Your tools were under-reporting their own bonus. Every crafting tool rolls for bonus units, and past level 13 there is a third roll on top of the first two — but the Tools panel only ever listed two of them, so a level 15 tool showed "100%+100% bonus" when it was really rolling 100%+100%+33%. The level-up message had the same gap, never mentioning the tier you had just earned, and the coach at the end of your hour report was reasoning about your crafting from less than half the real number. All three now read the same ladder the game actually rolls, so a tool shows every roll it makes — and if a fourth is ever added, it appears everywhere at once. Nothing about your output changed; only what you were being told about it. Thanks to Jensen for spotting that two tools' bonus lines didn't add up.
- 🆕 "New" now means one thing wherever you meet it. A landmark you had never visited could be called new in one place, not new one screen away, and show no marker at all on its own row — because the panel was quietly answering three different questions with the same word. The worst version: a landmark whose host city had run out of one of its luxuries lost its 🆕 completely, so a passport spot you had never filled looked, on the only screen showing the building itself, like nothing worth going to. Every building in the Visit panel now carries two markers side by side — the door (🟢 open · ⏳ on cooldown · 🚚 out of stock, a Tycoon will import · 🚫 out of stock, likely closed) and your passport (🆕 never visited · ✅ already stamped) — so an empty spot behind a closed door reads as exactly that, and the 🆕 count beside a city, the markers on its buildings, and your Passport's Still to collect list can no longer disagree with each other. Your own city's landmarks count too: visiting one earns you no reputation, but it has always filled a passport spot, and now it says so — and 🟢 likewise now means the same thing on both screens, "the door is open right now", instead of quietly meaning something narrower on one of them. The out-of-stock note also stopped repeating itself: the advice at the end of it was identical on every line and is now said once, under the list, which is both less to read and what keeps a city with every landmark built and nothing in stock from overflowing the message — something it could already do before today, on a long enough set of names. On the World Map, the badge for a landmark just built is now 🏗 — it was 🆕, which meant something else there. Thanks to Jörg for following the marker through four screens and writing down where it changed its mind.
August 12, 2026
- 🛒 The restock tip now knows when you've already queued the Supply Run. It wasn't checking your queue, so it could tell you to go and do something already waiting on your board — and that costs the one line at the bottom of your report. Now a shelf you haven't scheduled anything for comes first, a shelf that's merely running low goes quiet once a run is queued for that city, and a shelf that's actually empty still gets mentioned — because it's earning nothing while it waits, and that shouldn't go unsaid — but it tells you it's already covered instead of asking you to queue another.
- ⚠️ The hour-report tip could stay silent about a good your city had completely run out of. The advisor works out what your city is short of by comparing what you hold against what it burns each tick — but a good you have none of burns nothing, so it dropped off the list entirely and the tip moved on to something else, usually suggesting an export. The result was the worst possible timing: the warning stopped at the exact moment the shortage became total. A good your districts need every tick and you have none of is now the most urgent thing the tip can tell you about, and it says you are completely out rather than "about to run out" — which was never the right thing to read while staring at a zero.
- 🛒 The tip at the end of your hour report can now tell you to restock a shop. If you run shops, a shelf running out is money stopping — and an empty one earns nothing at all while its customers go to whoever is stocked. Your report already listed shelves running low, but the coach at the bottom never mentioned them, so the one line meant to tell you what to do next always talked about something else. It now names the shelf closest to running out and points you at a Supply Run, with an empty shelf always coming first. It sits below the genuinely urgent things — an idle queue, a stalled build, a good your districts are about to run out of — so it speaks up when restocking really is the best use of your next hour, and stays quiet when it isn't.
- 🏆 The Trophies shelf in your Estate no longer quotes a gold balance or offers a shop. Trophies are earned, never bought — no amount of gold buys one — but that screen was still showing your gold above a 🛒 Shop button, and the shop behind it could only ever come up empty. Both are gone. What stays is the line telling you how many your home can display at once, which is the part that was always true. Thanks to Jörg for asking what the number was doing there.
- 👑 Your Tycoon rank now shows on your profile. Reaching Tycoon is the last tier there is, so the word on its own said the same thing for someone who promoted this morning and someone a thousand luxury units past it — while the rank ladder behind it, Trader through Mogul, is the whole of the endgame's visible progression and appeared on no profile at all. It now sits beside your tier on your own
/profileand on the showcase card/profileposts in the community chat, so a rank you have climbed is something other players can actually see. Thanks to Jörg for asking for it.
August 11, 2026
- 🔦 The Library's one-tap fill no longer pads your queue with work it never recommended. At Library Level 5 the fill is meant to queue exactly what the Librarian advises. But when your city is in good shape there is little to advise — often just a landmark worth visiting — and the leftover slots were quietly filled with gathers and crafts that appeared nowhere in the advice above the button. It now spends any remaining slots on more visits, and when there are none worth making it leaves those slots empty rather than inventing busywork. An empty slot is yours to spend on whatever you were saving it for. And if the fill queues nothing at all, it now says so plainly instead of claiming your queue was full.
- 💡 The tip at the end of your hour report no longer tells you to upgrade a Chamber of Commerce that is already at its top level. A Chamber at Level 5 hosts all ten kinds of shop, so a city that has zoned all ten is finished with commercial land — but the coach was only ever told that zoning capacity was full, and the one way out of that it knew about was upgrading the Chamber. So the advice for a completed Chamber was to go and buy a level that does not exist, in the single line the report has to spend. It now knows the difference between a Chamber with room left to grow and one that is done, and puts that line on something you can actually act on. The 🏬 Commerce panel had the matching gap the other way round: it correctly stopped offering the upgrade, but then said nothing at all, so the mayor who had built the whole ladder got the one screen with no explanation on it. It now says your Chamber is at its top level and there is nothing left to zone.
- 🏛 What you have on display now gets room to breathe on your profile. Everything decorating your Estate used to be crammed onto one line, which read as a run of icons rather than a collection — the more you'd bought, the less any of it stood out. Your
/profilecard, and the showcase card it posts in the community chat, now group your display by kind with a line each: pets, then paint, plants, decorations and vehicles. Nothing changed about what you can own or show — it just finally looks like the showcase it was meant to be.