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 11 October 2026
Builds
Recent releases
- 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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