• Added the Diplomacy graphic to the Players menu, which shows diplomacy relations between all players.

  • You can now use arrow keys to move the map, or Ctrl+mouse click to make the map follow the cursor.

  • Page up/down now zooms the map in/out. Use Home/End for min/max zoom.

  • After joining you can now see several previous messages in the channel.

  • Game admin is now shown in the Game options menu.

  • Private channel and drop-down box now have player colors.

  • Armies contending one place (2 allies in a captured city or on the same spot) are now moved aside correctly, taking into consideration land/water.

  • 'Back' button in the browser will now ask for confirmation before taking you out of the game.

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    0.915

    All captured cities will now initially have their income at 20%. It will will increase by 20% each turn you're holding the city. On foreign territory the initial income is 5%, increasing by 5% every turn. After you reach 100%, the increase will be 1%.

    This is done to make the transition more realistic and to make players invest in protecting their cities. Once your city income reaches, for example, 120%, you probably wouldn't want it to reset back to 20% (which will happen if another player takes the city).

    While it will now take 4 additional turn for your new city to reach its previous potential, it's now possible to go over 100%, and even cities on foreign territory will bring some income as well.

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  • It's now possible to take empty cities from your allies - this way allies can help you with capturing something and then leave it for you to take.

  • If you and your ally attack a city in your home country and both survive, you will always be the one who wins the city (in other cases it's random).

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    This is possibly the most epic update so far. Take a look at what we've got for you:

  • Armies are now shown as icons on the map, not just circles. There are 5 different ones: soldier, tank, ship, submarine and plane - they indicate the predominant type of units.

  • Captured cities will now spawn free Militia in the numeber of the city's reinforcements. This is done to make the conquests more final and avoid pointless exchange of empty cities.

  • Air units can no longer capture cites. They can destroy all units inside, after which they will 'park' next to the city.

  • 13 new upgrades and 1 new strategy (unlockable). Some people were already running out of upgrades, so they can finally spend their hard-earned SP now

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    We've got a great new update for you today! Here's what's new:

  • New game creation panel, now with 200% more tabs!

  • New game options: "Allow rejoining" - to allow/disallow players to rejoin the game they finished (lost or quit). "100 additional cities" - switches on all the currently disabled cities and countries.

  • Highly customizable Victory conditions. New options: capture a Neutral country to win, require players to hold the capital/country x number of turns to win. Victory objective is now visible in a tooltip in the games list, as well as in the Game options menu in game.

  • Flood control in the chat. Sorry about the inconvenience, but spamming was getting out of hand. Also messed with chat colors again.

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  • Shiny new lobby!

  • Fixed Total annihilation victory condition - now correctly triggered by capturing all the opponent's cities.

  • You can now ignore players in the chat - click on the ? button next to the input box for details. Also, you now have to use English in the public chat.

  • From now on only players that have been inactive for at least 3 turns can be kicked from the game.

  • Slight changes in the chat channel colors.

  • Adjusted SP requirements for some ranks (sorry about this, hopefully it's the last time).

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  • When buying units, press and hold +/- buttons to buy more than one unit.

  • Updated random algorithm for battles.

  • Country income is now more balanced.

  • Lots of server-related fixes.

    This update brings Afterwind to the first stable release.

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  • Games are automatically saved - so even if the server restarts, you can return back to your old game safely! This also opens future opportunities to save/load games manually and to create scenarios.

  • User stats menu, in which you can see the stats for all units in the game, with current Strategy modifiers.

  • New top toolbar menu - we had to place additional buttons there, and keeping the labels proved impossible. Hopefully you still find it easy to use - plus, Surrender and Exit buttons are easier to access now.

  • Allied players can now transfer cash to each other (through the Players menu). Transferring troops is currently on hold, until we figure how to avoid its abuse.

  • Game 'ownership' is now passed automatically if the game creator is no longer playing.

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    Afterwind has finally been officially released, but that in no way means that we're done with it. A lot of exciting things are waiting for their time - many smaller ones you will see online very soon, other bigger ideas will have to wait for the next version of the game. Here are a few things that we'll definitely be working on:

    Missions will be a way to make some extra money, or get additional units (perhaps rare ones?) or speed up your research. They will involve, for example, capturing and holding a country or a city, or arriving first to a certain point. After fulfilling the conditions you will get some reward. Missions should make playing the game more interesting, with additional goals and clashes for important territories.

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    So, the game is finally ready for a test run! Join us for these three nights: October 6-8, after 18:00 GMT. Feel free to use the forum for feedback and bug reports. Thanks!

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    Glorious moment, the game is finally online and available for a test run. At the moment we're just inviting friends and testing the performance, the public launch is scheduled for autumn.

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    Zespół atWar

    Amok - programowanie
    Ivan - design, strona

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