Tribalwars Bot / Changelog
Changelog
What shipped, and when
Version numbers are the extension version, the one the control panel shows at the bottom of the page. Something ships most days; this list carries the changes worth a sentence. New builds go to our own machines first and to everyone else once they have held.
Last updated 31 October 2026
Builds
Recent releases
- "Nothing to ram right now" no longer counts as an error in the dashboard.
- The ram breaker reads reports that give the battle time to the second. Before, it needed the milliseconds and read no time from such reports, as on German worlds, so their walls were never rammed. Walls scouted before this update are scouted again at once.
- Automatic player farming says in the log when it cannot read the time of a report, and what the report showed.
- The line about where village points come from appears once per world instead of every few minutes.
- The scout gate scouts again while a wall waits for its ram. A scouted wall the ram breaker could not take yet held every scout gate visit, so no barb was scouted, that wall included. Now the visit scouts first, and the ram goes once the new report is read.
- The bot reads more ways a report writes its time, such as a two digit year. When it still cannot read one, the log says what the report showed.
- Every module's settings have a Reset to defaults button. It puts the settings back to what a new install has and leaves the module switched on or off as it was.
- Automatic player farming sends farms. Before, it scouted the same villages every round and never farmed them or cleared a wall, because it could not read the time in its reports. "Send enough light cavalry" now sizes its attacks from the scout report for the same reason.
- The ram breaker sends rams again. Since 0.5.1238 the bot only rams a wall after a fresh scout report, and it could not read the time in the report, so every ram was skipped. It now reads that time from the full report.
- When a ram is skipped, the log says whether the escort or the scout report was the reason.
- The first attacks of an operation no longer go out more than a second early when the game shows a high ping.
- An attack in an operation wave is sent anywhere in its arrival window. Before, the bot refused a landing in the last second of the window, so an attack with a one second window was never sent and the last group of a wave could be lost.
- Farms with losses are scouted again, so the ram breaker can break their walls. When your cavalry dies at a farm and it turns red or yellow in the loot assistant, the scout gate sends a scout, and once the scout reports the wall, the ram breaker rams it. Before, such a farm was never scouted again and kept its wall.
- A barb the scout gate can no longer reach stops showing as being scouted, and a barb whose scout report never arrives is not scouted again and again.
- The log says when an attack waits for its arrival window. Before, it blamed the clock.
- Autodefence. Switch it on on the Defence screen and the bot answers noble trains by itself: it stacks a village that can hold, snipes between the nobles from your other villages when it cannot, and takes back a village that falls. Big attacks without nobles are dodged and the troops are called back right after.
- Cancel snipe. A village that cannot be held sends its own troops away before the clearing attack and cancels them so they come home between the nobles; an off village always does. The timing follows the game's own cancel rule, measured on a live world.
- The bot keeps working when Chrome is behind another program. Before, every action waited for Chrome to be in front, Windows flashed the taskbar button orange instead, and farming and scavenging could stand still for an hour.
- The bot types your login only into the game's page, and waits while Chrome is behind another program.
- On a world with one village, unlocking the next scavenging option now confirms the game's own dialog and checks that the unlock started. Before, the bot pressed Unlock and never confirmed it.
- Operations are sent from a window of their own. When you approve a plan, the bot opens a minimized window for that world and sends every attack from there, one tab at a time. Your own tab keeps playing and is never taken over. Before, a single attack waited in your playing tab and could miss its time while that tab was in the background.
- The Planner only plans what the bot can send. An anti-snipe leaves after the nobles it covers, a train has at most 4 attacks, and feints and nukes move a moment earlier so the bot can send one attack at a time. A nuke lands at least 1 second before the nobles.
- A feint that has been sent no longer holds the rest of its target in place when an operation is moved after an outage.
- A send prepared in a tab that is not in front now leaves on time.
- No scout in your farm attacks unless you set one. When the bot took over the templates already in your Loot Assistant, a scout in them went out with every farm and the dashboard could not show it. Now it keeps only the units the template editor shows.
- Buying waits for a purchase worth making. Set the smallest purchase in Buy resources, for example 30 premium points, and the bot waits until it can buy that much in one go.
- After an offer it turned down, the bot no longer buys that resource one point at a time for the next two minutes.
- Buy resources is laid out again: the price first, then how big each purchase is, then the spending.
- The dashboard in German. Choose the German flag at the top, or open it in a German browser. It uses the words of Die Stämme: Raubzug, Farm-Assistent, Versammlungsplatz, Premium-Depot.
- Every screen is translated. The Planner, Troops, Defence, World map, Reports, Friends, Snipe and targets, Attack tools, the Settings page and the help under each setting now read in Polish, Portuguese and German too.
- Polish and Portuguese use the game's own words in more places, such as praça de reunião, edifícios de recursos and lekki kawalerzysta.
- In the Planner the full attack that lands before the nobles is called nuke (it read clear), and the first step reads Set up.
- Only ram clears wait out night protection. Player farming on a village without a wall goes at any hour, automatic farming included, and takes enough light cavalry for the night defence.
- A player farm attack the game warns about on its confirmation is skipped until the next round instead of being retried over and over.
- Player farming sends during the night bonus. An attack whose confirmation showed the night bonus warning was never sent; now it goes. Any other warning on the confirmation still stops it, and automatic player farming still waits out a player's night protection.
- Farming from the rally point, mass noble training and mass scavenging no longer take over your mouse. Their buttons are pressed in the page like every other button of the bot, so they work while you use the PC or are away from it.
- Player farming sends again. It pressed Attack with the desktop mouse, which did nothing while you were away from the PC, and reloaded the rally point right after the press, which cancelled the attack. It now presses the button the normal way and waits for the confirmation to open.
- The Friend bot windows button no longer sits over the dashboard. It appears while a friend's window is open; open one from Friends.
- Player farming can wait a random time between passes. Set "Random up to" above the interval, for example every 10 to 40 minutes.
- Saved player targets can get exactly enough light cavalry. With "Send enough light cavalry for all resources" on, the bot scouts a target once, then sends the light cavalry its resources need on arrival. The other troops on the row still go.
- Timed sends in an operation leave on their moment again. The bot now checks the server clock half a minute before the first send instead of in its last seconds, which had made held sends leave one to two seconds late.
- One Send without a clear answer no longer stops its whole target. That attack counts as sent and the rest of the target goes as planned, and a target the bot cannot move keeps its planned times.
- Noble training trains and decommissions nobles again. Since 0.5.1169 it pressed nothing.
- Player farming waits until the bot can click before it presses Attack, keeps the target when a click never went out, and no longer sits on the rally point after a failed press.
- Player farming holds attacks that would arrive during a player's night protection, and ScoutGate rams have a minimum axe and light cavalry escort you can set.
- A friend's dashboard is the whole dashboard. Open it from Friends to see their villages, switches and every settings panel, marked in blue with their name and a button back to your own bot. The settings panels on a friend's screen used to show and change your own bot.
- Friends has a real chat. Messages stay in the conversation, with unread marks and a notice when one arrives. A message you had read used to disappear.
- Choose what each friend can do with your bot: chat, see it, or control it.
- A change a friend makes to one of your villages no longer resets that village's other settings, and pausing a village or switching a world on or off from a friend's dashboard now reaches the bot.
- A world you switch back on after removing it starts right away. The bot could stand still on it until the next page load.
- The world name in the status bar opens Settings, where you add and remove worlds. It used to open an internal page that showed an error, and Fleet management, also internal, is gone from the More menu.
- An op keeps going through a bot check. The bot no longer clicks outside the screen or presses the game's own buttons, such as Change on the attack confirm, when a bot check comes up.
- The Resume button of a bot check pause can be clicked while an op is running.
- An attack the op has sent stays counted as sent. A second wait on the same confirm could mark it as not sent.
- In an op without nobles that is not time critical, a nuke whose send did not go through is sent late instead of being written off.
- A noble train no longer sends an extra noble to a village you have just captured. The bot reads your own villages from the game before it tops up a claim.
- The dashboard tells you when the bot is switched off on the world you play, with a button to switch it back on, and it asks before you switch a world off.
- A world you removed from the dashboard comes back, switched off, when you open a page there yourself. The bot's own page loads no longer add it back.
- On a world where the bot is switched off, your own page reloads no longer trip the bot's reload brake, and the bot no longer closes popups there.
- The premium exchange acts only on its own window, and a buy that your own limit turns down is reported as that instead of as an error.
- The free trial card says the bot starts working when the seven free days begin.
- The dashboard lists every village you own. It used to show only the villages the bot had opened.
- Noble training reads every academy within seconds of the bot reaching the world.
- In an op without nobles, a nuke that misses its time goes out late instead of being skipped, when the op is not time critical. With nobles on the target nothing changes.
- Rally farming on a single village without the Loot Assistant now gets its attack plan. It was never reached before.
- Popups the game shows when a page loads, such as an event summary, are closed on worlds where quest rewards are off.
- Collecting quest rewards no longer closes the FarmGod window or any other window the bot is using.
- A plan made while the bot is on another world now finishes. The bot goes to the plan's world and builds the rows. Before, a switch to another world in the same second could cut the plan off, and the rows never came.
- Deleting rows from a plan works the first time, from any world. Before, a delete waited until the bot happened to visit the plan's world, and was then often refused.
- Pick one target in the plan to see its rows and delete them by kind, for example to keep only the nobles on one village.
- New switch Ram feints this op. Ram feints are not fakes, so the Fakes switch never turned them off.
- Noble training lists every village with an academy. It used to show only the villages whose headquarters the bot had opened.
- Every nuke in range on one target. In the planner, Nukes per target now goes above 8: a big number like 100 sends every nuke that passes your minimum size and distance. It stopped at 8 before.
- Min nuke pop and a new Max distance in fields sit right under the targets, where you plan the nukes, instead of in a folded section.
- Farming works without a premium account. An account with one village, the Loot Assistant and no premium account now farms from the rally point. Before, the bot tried FarmGod, which needs both, and nothing was farmed.
- A scouting run goes on when you click in the game while it sends. It used to stop at that scout and wait for hours, and nothing else was scouted meanwhile.
- An account with more than one village that cannot farm yet no longer visits the rally point every minute for it; the Farming row says what the game is missing.
- Noble training. A new module trains nobles in the villages you pick, up to a number you set for each village. With Flags on, every noble that comes home is decommissioned and the next one is trained, one grey flag each.
- Fewer barbarian villages held back on a farm run. The farm run now waits a few seconds for the scout check, so it holds back only villages known to have troops or a wall. It often held back every village it had not farmed yet.
- Scouts you keep at home no longer stop the bot from exploring new barbarian villages with template A.
- A pause no longer moves the farm schedule. With every village paused the Farm row still says so, and farming keeps its normal interval: after an unpause it runs at its next normal pass. 0.5.1136 set farming aside for four hours and farmed at once on an unpause.
- Paused villages now say so. With every village paused, the Farm row says that the troops are held at home, and farming starts again within seconds of an unpause. It used to say “nothing in range” and wait up to four hours.
- Polish and Portuguese reviewed. 124 texts corrected. “Pause all” now reads “Wstrzymaj wszystkie wioski” and “Pausar todas as aldeias”: it holds the troops of your villages, it does not pause the bot.
- Buying parked on the exchange no longer stops the rest of the village. The bot could leave the page it had just opened for building, recruiting or scavenging and go straight back to the exchange.
- Leftovers keep to your price. With “Also buy what is less than one point’s worth” on, a leftover smaller than your price stays on the exchange. The bot used to pay a whole point for as little as 1 resource.
- Leftovers: the resource your village has least of is bought first. Wood always went first and the others were often gone a few seconds later.
- Two or three farm templates: a run no longer sets off the reload warning.
- Rams at barbarian walls. The farm template the rams borrow is put back as soon as they have left. On an account that only farms it could stay on the rams until the next farm run.
- The exchange is watched all the time. The bot acts the moment the page shows new stock or another rate. It used to look every five seconds, and the box for those seconds is gone.
- A second and third farm template are sent. In 0.5.1131 only the first one went out.
- Waiting for stock on an empty exchange, the bot keeps looking between two reloads and the visit ends when it should. It used to stand still for three minutes at a time.
- The premium exchange trades only at a price you set. The price boxes start empty, and an empty box buys or sells nothing.
- Buying no longer waits behind selling. With both switched on, a visit sells and then buys, on the buyer's own clock.
- Buying one point at a time goes on until the warehouse is full or the exchange is empty. It used to stop after six points.
- An empty exchange is reloaded about every 10 seconds while the bot waits to buy, because a fresh page shows new stock first.
- A buy the game refused is tried again after 6 seconds, not 20.
- You choose which resources are bought and which are sold.
- A switch of its own buys what is left under one point's worth.
- The market settings show what one premium point buys on your world right now, and Premium exchange has the box for how often the trader visits.
- Farm templates are added with a plus. Up to three, each with its own A and B, sent one after another with the units still home.
- A game login the bot cannot fill in is left to you. The page is no longer reloaded while you type.
- Start pressed while the bot's window is open brings that window to the front and says what it waits for.
- A saved game login that Tribal Wars refused is named on the dashboard, with the name that was refused.
- Work that is already due is no longer waited on for a minute before it is done, and a decision no longer costs a log row of its own.
- The scout gate sends the barbarian map to the server as the few fields the decision needs rather than whole. The payload was 841 KB, which is why those questions were never getting an answer.
- A refusal from the server says which rule refused, and says it once per page load instead of on every pass.
- A scout task left with no next time reads to the scheduler as due now. It is given one.
- The other half of the same fault, found first: a scout pass that got no answer stamped nothing, so it came due again fifteen seconds later, and again.
- A farm cache key that could never match blacked out the whole run. The key carried the clock, so every lookup missed and the pass fell back to doing nothing.
- A service worker still starting up is no longer read as a failed question, it is asked again.
- The premium exchange's sell pick, which resource, and how much of it, now comes from the server rather than from the copy on your machine.
- Chrome could close itself after an update. A relaunched browser's only tab decided it was a duplicate of the tab that had just gone away and shut, taking Chrome with it. A tab is only a duplicate now if the other one is still beating.
- The helper's extension repair talks to Chrome over a single connection, a new socket per message was silently dropping the session it had just opened.
- A defence order can name up to 1,000 target villages. The old cap was 40, which quietly truncated a tribe sized order.
- The event module no longer tries to flush its queue on page unload without a token.
- "Use all my villages" was a dead control. The checkbox rendered, and the request it sent never carried the flag, so the order ran against the villages you had picked, not all of them. Fixed.
- Every cached answer from the server survives a page load, so the scout gate stops re asking about the same targets after each navigation.
- The scheduler's answer from the server survives a page load, so it stops re asking the same question on every navigation.
- A village still waiting for its first answer is no longer treated as a village with nothing to do, that mistake sent the rotation hopping between worlds.
- Farming drops a paused village's rows before the send path instead of pacing them through it and refusing at the end.
- The published build no longer contains the decision code. It reads the page, asks the server what to do, and carries out the answer.
- An unpause everything control, for when a night of manual play is over.
- A sweep for timers that overflowed a 32 bit value, an epoch in milliseconds does not fit in one, and the ones that did not fit went strange.
- Support follows a noble train that left late, and cancelling a leg no longer suppresses the escort's own cancel.
- The farm walker respects an operation's troop reserve instead of spending it on barbarians the night before.
- A volley train is sized to the troops actually at home.
- A volley fires its late noble once the nukes in front of it are away.
- The operation planner counts noblemen still in production, not only the ones standing at home, it was sizing every plan against half the account.
- Wave two accounts for the defender's night bonus, which is set per player rather than per world.
- The Horse Lords event is played like the other seasonal events.
- The coin funnel got two sets of market routes: standing ones that carry resources into the minting village for good, and a coining run that fills an order and stops.
- The coin funnel became a module of its own, with its own switch instead of borrowing the account manager's.
- Recruit pace per unit: a maximum to queue in any rolling hour, per unit type, with 0 meaning no cap. Spear always, light cavalry four an hour.
- A stronghold is never mistaken for a barbarian village.
- The premium exchange gained a rule for which villages may sell, and a mode that covers every village on the world.
- A world that defines its own unit list is taken at its word, so worlds without archers stop being asked about them.
- The starter recruit package never overwrites one you set yourself.
Why the numbers jump. Not every build reaches everyone. Some go out to our own machines to be watched for a day, and the next number people see is the one that survived that. A build number moving backwards on your panel means a rollback, and it is deliberate. How updates arrive →
Several rows above describe a decision moving from the copy on your machine to our server. That is one change carried out module by module, and how it works explains why the download no longer contains the reasoning. What each module ends up doing is on the module list.
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