Build the warhost.
Choose every banner.
Valtheryn v0.38.0 replaces the old rally fallback with a complete force builder for commanders and alliance members—while preserving the expanded rally progression, functional Guardian equipment, living resource frontier, and every established settlement.
Rallies now begin with a real choice
The latest release fixes the most important friction in alliance rally preparation. Starting or joining a rally now opens a dedicated force builder, automatically prepares the strongest legal contribution, and gives every participant fast presets plus precise troop controls.
A rally is created only after its commander reviews and confirms the prepared force. Joining alliance members use the same interface and can see exactly how many troops will be added.
Start with the strongest legal contribution
The builder preselects the strongest force allowed by ready troops, personal march capacity, and remaining shared rally capacity.
Choose 25%, 50%, 75%, or Max
One action can reshape the contribution without manually editing every troop type.
Adjust by 10, 50, or individual units
Quick add and remove controls sit alongside editable troop-type fields for exact composition planning.
See ready, personal, and rally space
The interface exposes the player’s available army, remaining contribution allowance, and remaining shared warhost capacity.
Fast when you want it. Exact when you need it.
The same preparation workflow is used by the rally commander and every joining alliance member, so no participant is forced through a weaker or less understandable contribution path.
- Strongest-first default: the builder fills the strongest legal maximum instead of quietly using a tiny fallback force.
- Exact confirmation: contribution buttons display the precise number of troops that will be committed.
- Per-type composition: Verdant Wardens, Thornveil Archers, Dawncrest Riders, Oathbound Sentinels, Royal Vanguard, and Astral Champions remain individually editable.
- Guardian assignment: an available home Guardian can still accompany an eligible rally contribution and apply its complete equipped statistics.
- Server authority: the confirmed payload is revalidated against ownership, readiness, deployment state, personal capacity, and shared capacity.
The warhost can grow until the banners move
The three-minute recruitment window remains automatic, but it is no longer limited to one contribution per Warden.
Rally leaders may reinforce their own rally
The initiating commander can add another legal force while recruitment remains open and both capacity limits have space.
Joined members may contribute again
An alliance member already participating can reopen the builder and add more before automatic launch.
Repeated additions cannot bypass limits
Every contribution is added to that participant’s committed total before checking their researched personal march capacity.
Shared space is protected during simultaneous joins
Existing compare-and-save protection prevents competing contribution requests from overfilling the commander’s rally.
Recruitment lasts exactly three minutes. The rally then begins its authenticated visible march automatically; the commander still cannot launch it early.
From alliance rally to realm-spanning warhost
The base shared rally begins at 850 troops. Twenty Temple capacity projects now create a long alliance progression path, with fifteen late-game projects extending the original five from Mustered Cohorts through Endless Banners.
| Rally milestone | Current value | Meaning |
|---|---|---|
| Base shared capacity | 850 troops | Available before capacity research. |
| Original capacity projects | 5 projects | Rally Logistics, Grand Warhost, Alliance Quartering, Imperial Rally, and Throne of the Verdant. |
| Warhost Expansion | 15 projects | A costly late-game chain beginning with Mustered Cohorts and ending with Endless Banners. |
| Total capacity projects | 20 | All rally-size research remains in the Temple branch. |
| Fully researched limit | 35,160 troops | The commander’s maximum shared rally capacity after all 20 projects are completed. |
| Member contribution limit | Personal march capacity | Shared capacity never lets one member exceed that Warden’s own researched maximum march size. |
The initiating Warden supplies shared size and rally movement rules. Each participant’s completed army, unit-type, rally, and Oathenreach doctrines apply to that participant’s contributed troops.
Clean character art. Fully functional equipment.
Guardian portraits once again show only the selected original character. Visual armor overlays, portrait dimming, equipment-count badges, and tier badges were removed from the character display, while every equipped bonus remains active and visible in the loadout and Gear Sets panels.
Six cosmetic forms, one competitive baseline
Verdant, Dawn, and Dusk designs in male and female forms all begin at 120 attack and 120 defense.
Equipment remains authoritative
Helmet, shoulders, armor, gloves, legs, boots, and weapon contribute their complete server-validated attack, defense, and applicable march speed.
Thirty-five recipes without one long scroll
Five collapsible set panels organize exact gates, costs, owned pieces, equipped pieces, and statistics across all seven slots.
Crownward and Astral require gems
Tier IV Crownward costs 450 gems per piece. Tier V Astral costs 900 gems per piece. Existing Keep and Workshop requirements remain mandatory.
- Offense: a Guardian assigned to an attack, rally, node assault, or Oathenreach assault adds its complete equipped attack.
- Defense: an at-home Guardian automatically defends the settlement; stationed Guardians add defense at nodes, allied settlements, and Oathenreach.
- Movement: equipped leg and boot speed follows only the force accompanied by that Guardian.
- Persistent deployment: the Guardian stays attached through outbound travel, combat, occupation, recall, and return.
- Guardian-only return: if every accompanying troop is lost, the Guardian still visibly travels home before becoming available.
A larger Realm with finite frontiers
The shared map now spans 16,000 × 10,000 coordinates. Settlement and active-march positions were migrated once into the expanded world while established progress and relative location were preserved.
| Deposit tier | Full reserve | Current behavior |
|---|---|---|
| Tier I | 30,000 resources | Occupied income and civilian gathering draw from the same authoritative reserve. |
| Tier II | 60,000 resources | Tier-aware visuals and remaining-reserve labels identify its current state. |
| Tier III | 120,000 resources | Control remains attached to a real garrison until recall, defeat, or depletion. |
| Tier IV | 240,000 resources | The largest finite reserve and a valuable long-term frontier position. |
| Depleted deposit | 0 remaining | Stationed survivors return; after 30 minutes the node respawns at a new safe position with a full tier reserve. |
No shortcut to locating other Wardens
The non-clickable minimap shows only the player’s home, Oathenreach, and camera viewport. Other settlements and node landmarks are excluded.
Original fortified castle presentation
Layered keeps, towers, walls, roofs, gates, banners, lighting, and terrain replace the older generic building marker.
Protected settlements display a rune dome
An animated blue shield makes active Peace protection clearly recognizable on the kingdom map.
Larger settlement labels
Settlement level, kingdom rank, and alliance name are easier to read beneath each castle.
Outbound, destination, and return
Valtheryn’s important actions are complete journeys. Animated formations represent authenticated server movement instead of cosmetic dots or instant state changes.
- Military marches: attacking survivors, failed node attackers, recalled garrisons, allied reinforcements, rally contributions, and returning Oathenreach forces must reach home before becoming available.
- Recall: an outbound company turns around from its current map position rather than teleporting to the settlement.
- Alliance caravans: visible wagons deliver cargo only on arrival and then visibly return before releasing the route.
- Civilian expeditions: workers march to a live deposit, begin their 45-minute gathering timer on arrival, and return visibly with resources and one Scholar Manuscript.
- Invalid destinations: committed forces safely convert into return journeys instead of receiving an instant refund.
- Movement art: soldiers, rally warhosts, wagons, scouts, and worker handcarts use original directional animated formations.
Civilian resources are granted at home, caravan cargo is granted at the allied destination, battle survivors return to their own origins, and a deployed Guardian remains committed until its return reaches the settlement.
Understand what happened after every battle
Sent, lost, and survived by troop type
Attacker and defender sides are separated clearly, with every recorded troop type, power total, Guardian contribution, plunder, and relevant participant context.
Older reports retain their stored truth
Historical reports continue rendering the aggregate information that existed when they were created, even when per-unit history was unavailable.
Five minutes of synchronized visual damage
A defeated settlement crumbles and smokes without fire, then rebuilds visually. Casualties, wounds, plunder, reports, and 30-minute automatic peace remain separate real systems.
Clear All removes retained reports
Current notifications and legacy battle reports are removed together, while unclaimed event rewards stay protected until collected.
Research bonuses are part of the game—not decoration
The live completion path for production, movement, combat, training, protection, recovery, trade, scouting, rallies, and Oathenreach was traced from stored doctrine level to its authoritative consumer.
Each rally army keeps its own mastery
Every participant’s army, unit-type, rally, and Temple doctrines apply to that participant’s contributed troops.
Oathenreach defenders keep their own bonuses
Every contributor’s army, unit-type, and Temple defense research applies to that contributor’s stationed troops.
March speed and size are enforced server-side
Personal deployments and rally additions are checked against completed march-speed and march-capacity research.
Economic and defensive effects are wired too
Production, node yield, training, casualty recovery, hospital capacity, warehouse protection, espionage, trade, and military-tier unlocks consume completed doctrine state.
The important numbers
| System | Current value | Notes |
|---|---|---|
| Current release | v0.38.0 | Rally Force Builder. |
| Rally recruitment | 3 minutes | Launches automatically when recruitment ends. |
| Base rally capacity | 850 troops | Before Temple capacity research. |
| Maximum rally capacity | 35,160 troops | After all 20 capacity projects are fully completed. |
| Rally presets | 25% · 50% · 75% · Max | With ±10, ±50, and per-type editing. |
| Research doctrines | 119 total | 44 foundational and 75 advanced. |
| Guardian baseline | 120 attack · 120 defense | All six identities are cosmetic. |
| Guardian recipes | 35 | Seven slots across five gear tiers. |
| Crownward Tier IV | 450 gems per piece | Keep 18 and Workshop 14 still required. |
| Astral Tier V | 900 gems per piece | Keep 26 and Workshop 22 still required. |
| Kingdom size | 16,000 × 10,000 | Private non-clickable minimap. |
| Resource deposits | 160 | Four finite tiers; maximum five occupied per Warden. |
| Node respawn | 30 minutes | Respawns at a new legal position with a full tier reserve. |
| Civilian gathering | 45 minutes at destination | Visible outbound and return travel; maximum four completions per UTC day. |
| Alliance caravan fee | 8% | Visible delivery and return; Keep 3 and 12-hour settlement age required. |
The new interface does not reset the realm
Version 0.38.0 changes the rally preparation and recruitment flow without changing database schema 18.
Settlement levels, buildings, map positions, resources, research, armies, wounded troops, Guardians, appearances, equipment, active rallies, alliances, node reserves, marches, inventory, purchases, rewards, reports, notifications, and Oathenreach history carry forward.
- Active rallies remain compatible: existing recruiting and marching rally records keep their stored contributions and state.
- Guardian loadouts remain compatible: owned and equipped pieces keep applying their exact live bonuses despite the cleaner portrait presentation.
- Legacy reports remain readable: historical records display the level of detail originally stored.
- Existing map positions remain stable: rally changes do not move settlements, nodes, marches, or Oathenreach.
- Server checks remain authoritative: UI presets never bypass troop ownership, deployment state, protection, or capacity rules.
How the current realm was built
A concise archive of the major releases since the v0.25.0 protection and fairness baseline. Maintenance releases are grouped with their related milestone where appropriate.
Rally Force Builder
Strongest legal maximum preselection, 25/50/75/Max presets, ±10/±50 controls, individual troop inputs, repeat contributions, and cumulative capacity enforcement.
Endless Banners
Expanded rally capacity from five to twenty Temple projects, raised the fully researched limit to 35,160, and restored clean character-only Guardian portraits.
Alliance Warhosts
Raised base rally capacity to 850, enforced participant-owned doctrines, audited live research consumers, and added complete civilian outbound/gather/return journeys.
Guardian Armory
Made equipped Guardian combat bonuses authoritative, reorganized 35 recipes into Gear Sets, and changed Tier IV and V acquisition to 450 and 900 gems per piece.
Living Realm
Added round-trip caravans, finite tiered deposits, 30-minute node respawns, the 16,000 × 10,000 map, private minimap, new castles, shield domes, and detailed reports.
Guardians
Introduced one equal-base-stat Guardian per Warden, six cosmetic identities, seven equipment slots, five gear tiers, and persistent military deployment.
Round-Trip Troop Marches
Made surviving attackers, recalls, garrisons, reinforcements, rally companies, and Oathenreach contributors travel visibly home before becoming available.
Animated Armies and Stable Settlements
Replaced march dots with original formations, added five-minute defeat aftermath, stabilized coordinates, and safely separated legacy overlaps.
Realm Loading and Operations
Added world-processing locks and recovery tools, scoped data loading, modular client architecture, a complete authenticated loading screen, and reliable notification cleanup.
Valtheryn and Oathenreach
Completed the realm rebrand, established Oathenreach and Crown Holder terminology, repaired the event-result ledger, and preserved every upgrade compatibility path.
