v1.4 April 2026 Balance · UX
⚖ Balance Changes
  • 🪂
    Airborne Major → Airborne Captain — Power reduced from 8 to 7. Airborne Captain still beats a standard Captain in direct combat.
  • 🪂
    Airborne Lieutenant → Airborne Warrant Officer — Power reduced from 6 to 5. Airborne Warrant Officer still beats a standard Warrant Officer in direct combat.
  • 💡
    Airborne units are now easier to outmanoeuvre with senior officers — the parachute element remains the threat, not the raw power.
🎨 Terrain Themes
  • 🗺
    Terrain is now selected via a six-theme map picker: Classic, Standard, Jungle, Desert, Arctic, and Night — replacing the old on/off toggle.
  • 🌲
    Jungle — dense green canopy with wide river channels.
  • 🏜
    Desert — sandy terrain, brown highlands, blue river.
  • Arctic — snow and ice palette; pale blue river and mountains.
  • 🌙
    Night — dark board with muted greens and deep blue water.
  • 🔧
    Chosen terrain theme is now also applied during the unit placement phase so you set up on the actual battlefield.
🌑 Dark Mode
  • 🌑
    Dark Mode added to Settings — darkens the UI chrome, panels, and sidebars.
  • 🔗
    Enabling Dark Mode automatically switches the map to the Night terrain theme.
🔧 Engineer Rework
  • 💣
    Remote disarm — Engineer now disarms adjacent mines without stepping onto them, similar to how Scout scanning works. The Engineer stays in place; the mine is removed.
  • 🚫
    Engineers can no longer accidentally walk into mines — enemy mine cells are excluded from regular movement and attack options.
  • 🟠
    Disarm targets are highlighted in orange on the board.
  • 🤖
    Computer AI now uses remote disarm when an Engineer is adjacent to an enemy mine.
🔭 Fog of War Improvements
  • Combat reveal — after a battle, the surviving unit is now fully revealed to both players. Its identity is confirmed by the outcome — you no longer see generic "intel hints" for a unit you just fought.
  • !
    Units with observed behaviour (diagonal move, long jump, survived combat) continue to show an ! intel badge — click them to read accumulated clues.
v1.3 March 2026 Major Update
🗺 Terrain System
  • Mountains — impassable for all ground units. Airborne can fly over during parachute deploy.
  • 🏔
    Hills — defending unit gains +1 power in combat.
  • 🌲
    Forests — Scout cannot scan a unit hiding inside a forest.
  • 🔀
    Terrain layout is procedurally generated each game — no two boards are the same.
🔭 Scout Rework
  • 👁
    Scout mechanics — 2 moves + 1 scan per turn. Scan reveals an adjacent enemy's rank without combat.
  • 🚩
    Scout can locate the enemy Flag but cannot capture it — send another unit to win.
  • 🌲
    Units inside forests are hidden from Scout scans.
🎖 Army Styles
  • 🪖
    Choose between NATO, Soviet, and PLA icon styles — independently for each player.
  • 🌐
    Unit names follow the selected UI language across all six styles.
v1.2 February 2026 Major Update
🌐 Localisation
  • 🇺🇸
    Full UI and unit name support for English, Russian, French, German, Chinese (Simplified), and Ukrainian.
  • 🗂
    All rules, status messages, combat results, and intel hints translated.
🖥 UI & UX
  • 📜
    Move log — last 50 actions shown in the side panel with player colour coding.
  • Undo — step back up to 10 actions per game.
  • 💾
    Save / Load — game state persisted to browser local storage.
  • 📋
    Unit reference panel — full roster with power, movement, and special rules.
  • Enemy Intel panel — tracks observed enemy behaviour and narrows possible identities.
🤖 Computer Opponent
  • 🧠
    AI opponent added — evaluates board position, territory control, and unit threat values.
  • 🪂
    AI uses parachute deploy, Scout scanning, and Engineer disarm tactically.
  • 🔀
    AI uses occasional random redeployment to keep pressure unpredictable.
v1.1 January 2026 Launch
🚀 Initial Release
  • Core game — 30-unit roster across 16 types: General, Colonel, Major, Captain, Lieutenant, Warrant Officer, Staff Sergeant, Sergeant, Engineer, Private, Airborne Captain, Airborne Warrant Officer, Scout, Assassin, Mine, and Flag.
  • 🌊
    River board — 20 × 19 grid with a river at row 9 and three crossing bridges.
  • 🎲
    Auto-placement — strategic random setup option for both players.
  • Combat system — power-based resolution with Assassin and Airborne special overrides.
  • 🎮
    Pass-and-play — two players on the same device with a hidden-hand screen between turns.
  • 📱
    Fully playable in mobile browsers — no install required.