π Changelog
What changed in UrbanPact, newest first.
June 23, 2026
- β¨ One free building-name re-roll. Every building that already had a name gets a free, one-time re-roll on the improved namer. Mayors and Treasury ministers: open Rename a Building from the Build menu β buildings with a free re-roll are marked β¨. Don't like a name? Re-roll it for free. Happy with it? Keep it β nothing changes unless you choose to.
- π More variety in building names. The creative names your buildings earn on completion were falling into a rut (lots of "The Gildedβ¦" / "The Silverβ¦"). They now draw from a much wider range of styles β proprietor names, guild halls, coined words, and more β and steer clear of names already used elsewhere in your city, so each landmark feels distinct.
- β« Top-deck a queue action. In Edit Queue, every action below the first now has a β« button that jumps it straight to the top β no more tapping β² over and over to move a far-down item to the front.
- π See new passport stamps at a glance when visiting. In Visit Buildings, each city now shows how many of your ready visits are landmarks you've never stamped before β look for the π N new tag next to the π’ N ready count, so you can beeline for fresh Passport stamps.
- π± Your hourly report now shows your Bingo ball. When your active card auto-draws its ball each hour, the report tells you which number came up and whether it daubed your card β e.g. "π° Bingo: drew B-12 β daubed! β ", "β no match", or "β pattern complete! π" when it finishes a Line, Four Corners, or Blackout.
- π Bingo medals. Earn reputation and bragging rights as you play: First Blackout (cover a whole card), Line Caller (total wins), Cornerstone (Four Corners or better), and High Roller (balls drawn). They show on your profile alongside your other medals.
- π° BINGO is live! Those π± Bingo Balls you've been collecting from Prize Crates now have a use. Buy a Bingo Card from your Trading Post (
/vendor) for 500g, then draw balls to mark off your card and complete a pattern: a Line, Four Corners, or a full-card Blackout (the jackpot). Each win is a prize container of gold, materials for your city, and more balls. Complete a pattern and you can Take the prizeβ¦ or Let it Ride π² for a bigger one β but you lose it if your card runs out of time (48 hours). Your card also draws a ball on its own every hour, and your collected balls give you a head start. Play with/bingoβ Citizen+ with a Trading Post. Good luck! π - π Fixed: your hourly report now shows Premium Building visits properly. If you queued a visit, the report's action line was rendering blank ("Gathered +") instead of naming the landmark β it now reads e.g. "π Visited The Grand Theatre: +10 rep Β· +7 prestige".
- π¦ Mysterious Prize Crates have started turning up as you play. Open them with
/cratesβ each holds a little gold, andβ¦ some other things. What's it all for? π° You'll see. π - π Premium Buildings now show their details in
/city. Each Premium landmark in your city view now lists what a visit gives (reputation + prestige) and exactly which luxury good it consumes per visit β the same info the website shows. The full flavour description is in π Building Stats (tap the building). - π Building Stats: production buildings no longer show "Produced: 0". Raw-material buildings (Sawmill, Mine, Quarry, Farm, and the like) add to your stockpile automatically every tick, which wasn't being counted β so they looked like they'd made nothing even after running for days. They now show an estimated total based on their output rate and how long they've stood.
- π Fill no longer stacks duplicate visits. Tapping Fill in your queue used to repeat your last action even when it was a building visit β queuing several copies of the same visit, which can't actually happen (each visit is one-per-building). Fill now only repeats gathers and crafts.
- π Fixed: the Visit Buildings panel works again. With so many Premium Buildings now built across the realm, the visit list had grown too large for Telegram to display β so tapping π Visit Buildings (or using
/visit) appeared to do nothing. The panel now lists cities first, with a π’ marker showing where you have visits ready, and you tap a city to see and queue its landmarks. It'll keep working no matter how many landmarks get built.
June 22, 2026
- π Resources now show your active trades. In
/resourcesand on a city's website page, each resource that's part of an active trade deal now lists the flow beneath it β direction, amount, and how often it moves: e.g. "β¬ +100/hr from Buzz Hollow" or "β¬ β5/day to SpudVille". Everyday goods move every hour (/hr); rare luxury goods move once a day (/day), matching how trades actually run. - π City pages now describe Premium Buildings. Each Premium landmark on a city's website page now shows what a visit gives (reputation + city prestige) and exactly which luxury good it consumes per visit β e.g. "Consumes πͺ‘ 2 Silk per visit".
- β¨ City Bonuses now lists the prestige wage bonus. A city's website page shows the wage boost earned from its prestige alongside the existing Market wage boost and Bank dividend.
- π Daily Tops wording. The Top City line now reads "city points" instead of "production pts", matching the City Score rename.
- π Fixed: Craftworks now uses up its raw materials. Your Craftworks workers were producing refined goods (leather, iron, steel, planks, bricks, mortar) without consuming the inputs those recipes require β so, for example, leather was being made without spending any pelts. Craftworks now correctly draws down the input materials each tick, just like a hand-craft does. Anything already produced stays in your stockpiles.
June 21, 2026
- πΉ Hunting reworked β choose your hunting ground. Instead of one fixed hunt, you now pick where to send your party, from πΏ The Outskirts all the way to π The Wild Country. Farther grounds unlock with your Hunter's Lodge level and take longer to reach, but bring back bigger game β and the top two grounds bring back more of it per trip. Each ground shows its travel time; locked ones show the Lodge level you need.
- π¦ Pelts are now a steady wage. Every hunting ground earns pelts at the same rate per hour β a longer trip to a farther ground simply brings back more pelts to match the extra time, so no ground is secretly better than another for pelt farming. What farther grounds do give you is bigger trophies (your biggest-catch record), the rarest-animal medal, and fewer taps for the same pelts. Your existing pelts and catch records are untouched.
- π New: Player Passport. See everywhere you've travelled. Use /passport in the bot (or tap π Passport on your
/profile), and on the website it appears both on your profile page and as a full passport page. It shows the landmarks you've visited as stamps, your completion % (how many of all premium buildings you've collected), your Traveler / Connoisseur / Ambassador medal progress, and which landmarks are still left to collect. - πΊ New: World Map. A new Map page on the website plots every Premium Building in the realm by its host city. Pick any player from the dropdown to light up the landmarks they've already visited (great for tracking your passport), spot π newly-built landmarks from the last 24 hours, and see at a glance which are π« out of stock. Tier A/B/C buildings are marked β/β¨/π.
- π The Overview page now shows a Town Hall Distribution. A new panel (alongside Tier Distribution) shows how many cities sit at each Town Hall level β a quick read on how many have reached Tier 3.
- π New: Building Stats. Open your π City panel and tap π Building Stats to inspect any building your city has. Premium landmarks show their total visits, unique visitors, prestige generated (all-time and the active 14-day amount), reputation paid out to visitors, and luxury goods consumed. Production buildings show their output rate and how much they've produced, and bonus buildings show their effect. A public summary (visits + prestige + production) also appears on each city's page on the website.
- π The Visit Buildings list is cleaner and clearer. It no longer shows which luxury goods the host city spends on your visit β that's the host's cost, not yours. Each building now spells out who gets what: You earn the reputation and the city score for your home city, while the City that owns the building earns the prestige.
- π Your feedback list now shows reference numbers. Each item in
/myfeedbackis now labelled with its number (e.g. #111), so it lines up with the π Got it (#111) buttons β no more guessing which button belongs to which item when you have several. - π Fixed: wilderness medals now show up. First Expedition, your full-queue medal, and wilderness housing medals weren't appearing on your profile even after you earned them. They're back where they belong β and anyone who was missing one has had it (and its reputation) restored.
- βοΈ The action queue is now editable. Tap βοΈ Edit Queue in
/queueto reorder actions with β²/βΌ or remove a single one with β β no more clearing the whole queue just to drop or reprioritize one action. - π€ Rested charges now show on the right queue items. The π€ boost marker no longer appears on visits, odd jobs, or work-away actions (which never used the bonus) β it now correctly marks your next gather and craft actions, the only ones that actually get the +50%.
- βοΈ Mayors can rename their city. Open
/cityand tap βοΈ Rename City to change your city's display name (emojis welcome) for 500πΈ treasury. Your handle and web links stay the same, so nothing breaks. - π Visiting an out-of-stock building is no longer a dead loss. If you queue a visit to a premium building whose host city has run out of luxury goods, you'll be warned up front. If it turns out closed when you arrive, the trip still counts toward your travel medals (fill that passport!) and you get a small rested bonus β though no reputation, and the host earns no prestige. You'll also get a short story about finding the doors barred.
- π£ Mayors now hear when a visitor is turned away. If someone tries to visit one of your premium buildings while it's out of stock, your hourly report flags it β a nudge to restock so you stop losing prestige.
- π Tier 3 trade timing is clearer now. Instead of a confusing "5 PM" (in whose timezone?), the trade review screen now shows a live countdown β "next transfer in about 3 hours" β so you always know when a rare-goods deal will move, no matter where you are.
- π§ Fixed: the action queue panel no longer gets stuck. Tapping π Fill (or a resource) when your queue is already full now behaves cleanly instead of leaving the panel unresponsive. Fill inside the Gather and Craft sub-menus also now correctly repeats the last action of that type.
- π¬ You can now see what happens to your feedback. New
/myfeedbackcommand lists every suggestion you've sent and its status β π new, π planned, π¨ in progress, β done, or π« declined. When the team resolves one of your ideas with a reply, you get a DM about it β tap π Got it to clear it. No more shouting into the void. - π§ Visiting other cities now earns your city points. When you visit another city's premium building, your home city gains City Score β +5 / +10 / +15 for tier A / B / C buildings β on top of the reputation you already earn. Visiting your own city's buildings doesn't count. A reason to keep exploring even after you've seen everything once.
- π· "Production Score" is now just "City Score." Same number, clearer name β it covers everything your city earns points for, including the new visit bonus, not just production.
- π Craftworks and Customs House now show their effects in
/city. The Craftworks line lists which goods its workers are crafting (and any active Labor Contract), and the Customs House shows that it enables the Export Market. Previously both appeared with no description.
June 20, 2026
- π Tick report now shows who visited your city. When players visit your premium buildings during a tick, a new β¨ Visitors to your city block in your tick report names each visitor and the building they came to see.
- β¨ Prestige now appears in Rankings. A new β¨ Prestige tab in
/rankingsshows cities ranked by their rolling 14-day prestige score β see which cities are the most popular visitor destinations. - π Prestige now shows in
/city. If your city has earned prestige, it appears alongside the wage bonus it provides. - π Prestige on the website. City pages already showed prestige; it now also appears on the home page's top city cards and in the all-cities rankings table.
- π Visit stories are now a separate message. The short narrative after a building visit arrives as its own follow-up, separate from your tick report β so it shows even if you use Quiet Tick or Compact Tick mode.
- π New setting: Hide visit stories. If you'd rather not receive the visit narratives, toggle π Hide visit stories in
/settings. - π· Building names can now reference your city or mayor. About 1 in 10 buildings will get a name that ties back to the city's name or its mayor β like "Buzzaroo's House of Ale" or "The Ironhold Forge". Re-rolling a name also uses this logic.
- π§ Fixed: upgrading a building no longer replaces its name. Level 2, 3, and higher upgrades now keep the name the building earned when it was first constructed.
- π You can now remove a building's name. In Build β Rename, tap π Remove Name to clear the custom name and revert to the building type name. No treasury charged.
- π· Rename list now shows which buildings have a custom name. Buildings with a name show π·; unnamed buildings show βοΈ.
- π Buildings page is now tabbed. The guide's Buildings section is split into four tabs β Standard, Advanced, Specialty, and Premium β so you can jump straight to what you need without scrolling past everything else.
- π’π΄ Export Market: Enable All / Disable All. Two new buttons in
/exportlet you switch every resource order on or off in one tap. - π Visit panel: smarter queue guards. You can no longer accidentally queue a visit to a building you're already on cooldown for, or add the same building twice. A confirmation toast ("π Visit to Jade Garden queued!") now pops up so you know the action landed.
- β Back button added to
/visitpanel β returns you to the queue screen without leaving the panel. - π§ Fixed: premium building descriptions were duplicated in the Build panel. Each building's flavor text now appears exactly once.
- βοΈ Buildings can now be named. When a building completes construction, the game generates a creative establishment name for it automatically (e.g. "The Gilded Anchor" or "House of Silver Threads"). The Mayor or Minister of Treasury can re-roll for a new AI-generated name for 50πΈ, or type a completely custom name for 500πΈ β use the Rename option in the Build panel.
- π Visit panel now shows your history. Premium building buttons in
/visitare now marked: π never visited, β visited before and ready again, β³ still on cooldown, π« host city out of stock. - π Visit narratives. Your tick report now includes a short story about what you did at a premium building when a visit fires β each one is unique to you, the building, and the city.
- π Town Hall 3 now announces Premium Building access. When your city finishes Town Hall Level 3, you receive a notification that the Premium Buildings construction category has unlocked.
- π Premium Buildings are now listed on the Buildings page. Visit the guide's Buildings section to see each premium building's tier, consumables, rep, and prestige values.
- π Premium Buildings β a new category of TH3 buildings that turn your city into a destination. Build luxurious landmarks and players from other cities can queue a Visit action to come experience them:
- π Three new leveled medals for explorers: Traveler (total visits), Connoisseur (unique building types visited), and Ambassador (unique cities visited). Bronze through Diamond tiers.
- π Milestones are now Medals β with tiered leveled medals. The achievement system has been rebuilt from the ground up. The 43 old milestones have been reorganized into 37 medals across two new classes:
- π New leveled medals include: Hauler (total gathered), Fortune (gold high-water), Renown (reputation), Headhunter (recruits), Ranger (total hunts), Trapper (total pelts), Big Game (heaviest catch), Metropolis (city population), and Commerce (trade activity).
- π New: Big Game leveled medal replaces the old Trophy Hunter milestone. Tracks the heaviest animal you've ever caught: Bronze at 14 lbs (Hare), Silver at 40 (Badger), Gold at 72 (Chamois), Platinum at 120 (Bighorn Sheep), Diamond at 150 (Moose).
- π New: Metropolis and Commerce are the first city-scope medals β they reflect your city's stats (peak population and total trade ticks sent), not just your own. They show on your Medals page based on your home city.
- All existing progress has been automatically converted β your old achievements now appear as Memory Medals with their original earned dates, and your Leveled Medals have been pre-seeded from your current stats.
June 18, 2026
- βοΈ Labor Contracts for Craftworks. The Mayor or Minister of Manufacturing can now hire additional NPC labor from the Craftworks panel. Each contract costs 500πΈ Γ city population from the city treasury and adds +50% more NPC workers for 24 ticks. Contracts stack up to 240 ticks (10 days). Use
/craftworksto hire. - π Luxury goods vendor removed for Customs House cities. Once your city has a Customs House, the luxury goods section in
/vendoris replaced by a note pointing to your specialty buildings and/export. Rare goods are now your city's own production β the outside merchant route is no longer needed. - π New building: Customs House. Cities with at least one Tier 3 specialty building can now construct a Customs House. Once built, the Mayor or Minister of Exports can set a standing export order per resource: configure a reserve amount to keep and enable the resource, and each hour any surplus above that reserve is automatically sold to outside merchants for Treasury. Prices are deliberately below inter-city trade value β trade deals are always the better channel, but the Customs House is a useful floor for cities sitting on a production surplus. Use
/exportto manage your orders. - πΉ Hunting is now always available from the navigation menu. Tap πΉ Hunt anytime to open your hunt panel directly β no camping trip needed. Free and instant. The separate "Go hunting" option has been removed from
/gocamping; use/gocampingonly if you want to earn wilderness milestones. - π Fixed: the Build menu now correctly shows Tier 3 specialty buildings when all standard buildings are fully upgraded. Previously the specialty section and its header were missing entirely from the menu in that situation.
- π
/rankingsnow works in the community chat and shows a live leaderboard you can flip between Daily, Weekly, and All-Time views. To keep the chat tidy, it can only be posted once every 30 minutes there; no limit in a private chat with the bot. - π Scratch tickets now have a 1-second cooldown between purchases so result messages always have time to appear before the next ticket fires.
- π€ One-time trades are now available. Mayors and Trade Ministers can send one-time resource transfers to any city directly from the Trade menu. Two types: a Gift (one-way send, recipient accepts or declines) or a Negotiated Exchange (both cities offer something, with a counter-offer loop until both sides agree). Transfers happen immediately on acceptance. Offers expire after 24 hours.
- π¨ Leather crafting is now available in the Queue. Players with a Tanning Rack can add Leather crafts to their hourly action queue alongside the other T2 recipes.
- π Fixed: the city Build menu now shows all remaining resource requirements, not just the first four. Cities with many materials still needed were missing entries from the list.
- π¦ Fixed: the Queue now shows your T2 stockpile even when a build project is active. Previously the stockpile line was hidden whenever a project existed. Now it shows your crafted materials (Planks, Bricks, etc.) regardless β helpful when all T2 project needs are already met.
June 17, 2026
- πΊ The website has a new Cities page with city rankings across three time windows: all-time, this week, and today. Each city shows its citizen count, building count, and production score.
- π City score is now based on production, not stockpile size. Your city earns points the moment it makes something β gathering, crafting, hunting, and specialty building output all count. The score only ever goes up; spending, building, or trading resources never reduces it. Three windows are now tracked: all-time, this week, and today. The leaderboard and city pages show all three.
- β‘ Hunt and gather completions now arrive within 5 seconds instead of up to 60. The camp panel also updates automatically when a quest finishes β same as crafting.
- π Every specialty building now requires exactly 2 luxury goods to build (previously 1 or 2 at random). Cities that had only 1 assigned have had a second luxury requirement added automatically.
- π The city Buildings list now shows what the Hunter's Lodge unlocks (hunting trips, Bow, and Tanning Rack).
- π¦ Queue stockpile now includes crafted resources (T2 goods like Planks, Mortar, etc.) alongside the raw materials. Mortar was missing before.
- π¨ The Crafting panel now refreshes automatically when a craft finishes. The queue, slot count, and buttons all update in-place β no need to tap Refresh.
- π Fixed: the Queue panel now shows your city's stockpile when there's no active build. When your city isn't building anything, the Queue now shows current T1 resource amounts so you can see what's low and decide what to gather. When a build is active, the existing "project needs" markers take over as before.
- π Fixed: the city member card now shows Bow and Tanning Rack tool levels. Mayors tapping a member's name could see all the original tools but Bow and Tanning Rack were missing from the list.
- π’ Fixed: Trade deals now show their deal number in the summary. Active and pending deals now display "Deal #N" above the terms so buttons like "End deal #3" are no longer referring to a mystery number.
- π Ivory renamed to Jade. The Ivory Carver is now the Jade Carver. Same building, same role in the luxury tier β just a less fraught name.
- πΏ New resource: Mortar. Craft Mortar from 2 Stone on your Workbench using your Pickaxe. It is now required to build and upgrade the Mine, Coal Shaft, Quarry, Bank, Library, and Town Hall (Lv2 and above). Crafting Mortar also gives your Pickaxe XP.
June 16, 2026
- πΉ Six new hunting milestones added. Complete your first hunt to earn First Blood (+5 rep). Hit 250 or 1,000 hunts for Seasoned Hunter and Legend of the Hunt. Produce 500 or 2,000 total pelts for Master Trapper and Pelt Baron. Trophy Hunter (bring in an animal over 100 lbs) is waiting for when larger prey arrives.
- π
/statsand/huntstatsnow appear in the command list. Both commands are now suggested by Telegram when you start typing/. - π The website now always loads over HTTPS. Cold requests will no longer occasionally land on the unencrypted version of the site.
- βοΈ Craftworks now consumes materials to produce refined goods. NPC workers use the same input ratios as regular crafting β Planks consume Timber, Steel consumes Iron and Coal, and so on. If your stockpile runs short, workers produce as much as the available materials allow. The Craftworks panel now shows exactly what will be consumed per hour for each active recipe.
- π Navigation menu redesigned into a cleaner 4-row layout. Actions are now ordered by how often players use them β Craft, Queue, and Hunt sit together in the top row, followed by Build and economy actions. The Goals button disappears once your beginner checklist is complete.
- π€ Fixed: the Trade panel was showing an error for all players.
/tradeis working normally again. - πΉ Fixed: the hunting panel now refreshes automatically when hunts complete. After your hunts finish, the Hunt and Fill buttons reappear without needing to tap Refresh.
- πΉ Hunting animals have been reworked. The full roster of huntable animals has been replaced with a more varied and realistic set β 20 species total, 4 per Lodge level. Lodge 1 has small game (pigeons, rabbits, pheasants, hares); Lodge 5 has large prey (mountain lions, elk, black bears, moose). Weights and pelt yields scale accordingly.
- π Town Hall Level 3 now requires 30 Leather. Upgrading your Town Hall to Level 3 β the gateway to Tier 3 luxury buildings β now requires leather in addition to the existing materials. Get your Hunter's Lodge and Tanning Rack working before you start that project.
- βοΈ New setting: Metric units. In /settings, hunters can switch animal weights from lbs to kg. Toggle appears in the Hunting section. All pelt calculations are unchanged β display only.
- π Fixed: scratch ticket results were sometimes lost near the hourly tick. If Telegram was busy sending tick reports and the result message failed to update, you'd be left staring at "Scratchingβ¦" forever with your gold already gone. It now sends a fresh message as a fallback.
- πΌ Odd jobs are now available at all tiers. Previously locked to Settler and Citizen, odd jobs can now be queued by Developer, Entrepreneur, and Tycoon players too.
- πΉ New command: /huntstats β view your lifetime hunting record. Shows total hunts completed, total pelts produced, your biggest catch by weight, and the rarest animal you've ever brought in.
- π Daily Tops now includes a Top Hunter. The player who produces the most pelts in a day earns a spot on the daily leaderboard.
- π More commands now appear in the Telegram type-ahead list.
/stats,/huntstats,/camp,/roles, and/craftworksare now findable when you type/β they were missing before. - π The Craftworks building now has its own section on the Building Encyclopedia. It was grouped with the Tier 3 specialty buildings, which made the "2 of the 10" specialty cap confusing. Craftworks is not subject to that limit and now appears separately.
- π Building completions that unlock a new menu button now tell you to tap /menu. When Hunter's Lodge or Craftworks finishes at Level 1, the completion message includes a reminder to refresh your keyboard β no more hunting for a button that isn't there yet.
- π New setting: Quiet Hunting. In /settings, city players can now enable quiet hunting to suppress hunt completion messages whenever more than one hunt is still queued. You'll only get pinged when your last hunt finishes.
- πΉ Wording fix in the hunting camp panel. The line about what happens to your catch after a hunt has been reworded for clarity β it now says "Your catch is held at the Lodge and converted to Pelts each hour."
- πΉ Hunting panel now shows a Lodge preview. The π At the Lodge section lists every animal currently waiting at your Lodge β name, weight, and estimated pelt count β so you can see exactly what the next tick will produce before it fires.
- πΉ New: π Fill button in the hunting camp panel. Tap it to queue all open hunt slots at once instead of tapping one at a time.
- πΉ Fixed: Bow and Tanning Rack now gain XP through use. Both tools were failing to level up β the Bow now earns XP with each completed hunt, and the Tanning Rack earns XP each time you craft Leather.
- πΉ Fixed: A Bow is now required to start a hunting trip. Previously you could enter hunting mode without one. The πΉ Hunt button and /gocamping both check now.
- π Returning to the city while hunts are active now asks for confirmation. Tapping "Return to City" with queued hunts shows how many you'd be cancelling β you can choose to head home or keep hunting.
- πΉ Hunter's Lodge is now capped at Level 3 while higher-level content is still in development.
June 15, 2026
- πΉ New: πΉ Hunt button in the navigation menu. Any city player whose city has a Hunter's Lodge now sees a πΉ Hunt button at the top of their navigation keyboard. Tap it to start a hunting trip instantly β no need to go through
/gocamping. While on a hunting trip, the button stays at the top and opens your hunting panel. A Bow is required to start a hunt; if you don't have one yet, the button will point you to/vendor. - πΉ Fixed: a Bow is now required to start a hunting trip. Previously you could enter hunting mode without owning a Bow, which left you unable to queue any hunts. Both the
/gocampinghunting option and the new Hunt button now check for Bow ownership before activating hunting mode. - π Fixed: Bow and Tanning Rack now show accurate tool descriptions in /tools. The Bow was displaying a generic "crafting yield bonus" line that doesn't apply to it. It now explains how Bow level shifts animal probability toward heavier game. The Tanning Rack now shows its actual double-output bonus (15% chance per level, up to 75% at Level 5) instead of the standard yield bonus text.
- π§₯ Leather is now required to upgrade several buildings. Bank (Lv2), Farm (Lv2), Library (Lv2), Trading Post (Lv2), Clay Pit (Lv3), Market (Lv3), Quarry (Lv3), and Sawmill (Lv4) each require a small amount of Leather in addition to their existing material costs. Check
/buildto see the updated requirements. - πΉ New: Hunting system. Cities with a Hunter's Lodge (Town Hall 2 required) can now send players on hunting trips. Use
/gocampingβ if your city has a Lodge, a hunting option appears alongside the usual camping choice. Hunters queue timed expeditions and bring back game; quest duration is fixed by Lodge level (3 min at Level 1 up to 7 min at Level 5) and the Lodge processes all game into Pelts π¦ at each hourly tick. Pelts are a new Tier 1 resource crafted into Leather π§₯ (Tier 2) on the workbench with the new Tanning Rack tool. The Tanning Rack has a chance to produce double output that improves with tool level β up to 75% at Level 5. - πΉ New building: Hunter's Lodge (Town Hall 2 required, up to Level 5). Each Lodge level opens a new hunting area with larger game, and gives hunters more queue slots (3 at Level 1, up to 10 at Level 5). The Lodge and its tools (Bow, Tanning Rack) appear at
/vendoras soon as the building is built. - πΉ New tools: Bow (800g) and Tanning Rack (600g). Both visible at
/vendoronce your city has a Hunter's Lodge. The Bow is required to go hunting; higher Bow levels shift probability toward heavier animals. The Tanning Rack unlocks the Leather recipe. - π₯ City leaders can now tap any member's name in /city to see their details. The Mayor and ministers see a row of member buttons at the bottom of the city overview. Tapping a name opens a card showing their tier, how many queue slots they're using and what they're working on, every tool they own and its level, and when they were last active. Tap "Back to city" to return.
- π The "/" command list in Telegram is now personalised. Type "/" and you'll see only the commands that are available to you right now β city players see city commands, wilderness players see camp commands, and role-gated options like /roles and /craftworks only appear if you hold the right position.
- π Ministers can now hold more than one role. A player can be Minister of Trade and Minister of Manufacturing at the same time. Each role is still limited to one holder β assigning a role to a new person still transfers it from the previous holder.
- βοΈ The Craftworks button now appears in the navigation menu for the Mayor and Minister of Manufacturing β no need to type /craftworks manually.
- π¨ Fixed: a missed hourly tick at midnight has been replayed. A database issue caused the 12:00 AM tick to fail partway through; it was re-run manually so no wages, actions, or Craftworks production were permanently lost.