NewsArchive

# Old News

**News from the current events page will periodically be emptied here.**

- Arenas will now always show a unit limit.

- Arenas will now state if they have no CE limit.

- Merits are now slightly easier to earn.

~~- Battlefield Promotion Merits: No-longer more difficult to earn.~~

- Quick Reflexes Merit: Crew can exceed up-to x2 Max Speed if moving at Controlled Speed (all other bonuses removed from this merit).

- Energy Specialist Merit: Shield Recharge increased from +25% to +50%.

- War Hero Merit: Self-salvage bonus increased from +10% to +20%.

- Speed Demon Merit: Gives +2 Max Speed (was +1).

- Steady Hands Merit: Gives +2 Dodge.

- R variant: Shield Recharge increased from +10% to +25%.

### Supply Mission Tweaks

*by: Frizz on Saturday the 01st of October 2022*
- The bonus for picking up supplies for all mission types has been doubled.

- Priority missions need to pick-up three supplies to maximize their bonus (was five pick-ups).

- Regular missions need to pick-up four supplies to maximize their bonus (was five pick-ups).

- Picking up the maximum amount of supplies while on a Priority Supply mission increases the total payout by 50% (with the Savior of Rynn bonus).

- Picking up the maximum amount of supplies while on a regular Supply mission increases the total payout by 150% (with the Savior of Rynn bonus).

- The number of supplies on the planet has been doubled (5 to 10).

### Recycling Tweaks

*by: Frizz 2022-09-27 06:07:20*

The recycle commands have been updated:
- Field Recycling now gives 5% of a wreck's ore (was 0-5%).
- Advanced Recycling now gives 10% of a wreck's ore (was 0-10%).
- Recycle command descriptions have been updated to reflect this change.

... Also, Bandits have claimed Mortum for themselves. Beware the **Bandit Homeworld**!

### Weekend Level-up Challenge!

*by: Frizz 2022-09-23 12:49:08*

Join in this weekend's challenge to level-up your Commander!
To participate, message Slayer666 in-game with your Commander's current level (your current level has also been added to your profile, so no cheating!). At the end of the weekend, you will be rewarded with 1 TerraBuck for each level gained. Final standings will be posted at the end of the challenge with additional awards for the top finishers.

Players over level 200 can also participate and will be ranked separately with alternative rewards by Frizz (you still need to register with Slayer666 to begin the challenge).

## Help You Do What You Do

**by: Frizz on Tuesday the 19th of February 2008 at 10:30pm**

The code which handles receiving and processing of commands while you are deployed to a planet has been completely re-worked. A new AJAX-based command queue system has been implemented which allows for the asynchronous sending of orders to the server. Here's what this means to you:

The old command system was synchronous, this means that the game could not let you send or queue additional orders while it was processing your current one. If you experienced a connection issue while issuing an order, you would be locked-out from issuing additional commands until your connection was restored.

The new system uses a separate channel to send orders to the server. This means that you are no longer locked out of commanding your units while the current order is processing, it also allows you to queue up multiple commands and the server will process them for you automatically.

Because you can now issues several commands at once, the old response system has been removed and re-worked. The display panel at the bottom of the page has been discarded, allowing you to see more of the map while deployed. Units will now report back directly to you with their order status; allowing you to see how each unit responds to an order you issued. An Order Queue will also appear when you have pending orders which are waiting to be processed by the server.

**Current Users should Clear the Cache on the browsers to avoid possible issues with new files not being recognized which may lead to gameplay problems.** If you experience any issues with this update, please post them to the Bugs area of the forum.

The End Turn message will now also show you how much Command you are losing if you do not have the Image Pack installed. If you are currently using the Image Pack, you will need to add the following image for this update:

orders\_arrow.gif

If you need to install the Image Pack, you can do-so from the Account Settings panel.

[edit]

## Community Feedback Update

**by: Frizz on Saturday the 16th of February 2008 at 07:45pm**

You can now revoke Community Feedback you have left for another player if that feedback is more than 10 days old. Revoked feedback will still appear in a player's profile, but it will be struck-through. Also, the score for revoked feedback is removed from a player's total Community score. Once you have revoked feedback for a player you may leave them new feedback.

[edit]

## Combat Clarification

**by: Frizz on Wednesday the 13th of February 2008 at 10:25pm**

Several small changes have been made so that the effects of moving at Controlled and Max speed are easier to see. You will now see your to-hit numbers change in the Attack panel when you issue an Upload Terrain Data or Move Out command to one of your units. Also, a bug that caused these commands to not be taken into account when a unit was shooting (in some cases) has also been fixed. Lastly, when targeting weapons one at a time, you will now be told if you are being penalized for moving at Controlled or Max speed.

Also:

- Upload Terrain Data now has a cooldown of 1.

- The Cyclops now has a recharge of 3 (was 4) on its energy weapon.

[edit]

## Google Killboard for TinyWarz 2.0

**by: Frizz on Thursday the 07th of February 2008 at 11:15pm**

The google killboard gadget for TinyWarz 2.0 is finished! If you'd like to track kills from your Google homepage, feel free to add this widget. This gadget allows you to follow PvP and non-PvP kills even when you're not playing TinyWarz.

There have also been questions about the adjustments to Energy weapons firing at long range as well as vehicles attacking while moving above Controlled speed - these types of shots now miss more than previously.

Keep in-mind that Energy weapons are not for long ranged attacks, getting even an Average shot at long range should be considered a good thing. An Easy long-ranged shot with an Energy weapon is no-longer a simple thing to do; you may want to consider adding a Targeting Computer mod if you want to see better to-hit chances while firing Energy weapons at range.

Vehicles now also receive a larger penalty for moving more than their listed controlled speed, if you want to see more of your shots hit, make sure you're moving at your vehicle's Controlled speed or less. You can toggle a vehicle to always move at its Controlled speed from the Unit Info panel while deployed.

Lastly the game did appear to be overly pessimistic when it came to reporting bad to-hit numbers: chances to-hit that were not very good were being report back as worse than they actually were - this has been adjusted.

[edit]

## Map Tweaks - Icon Lovin'

**by: Frizz on Monday the 04th of February 2008 at 10:54pm**

The map code has been revisited to fix issues with stacking and the Icon zoom level. Any new images from the previous update, which could cause performance issues, have been removed from the Icon zoom level. Status bars at the Icon Zoom level now have transparency to better mimic the older map viewer. Map grid lines have been darkened. Stacks have been re-worked: now clicking on a stack cause the entire stack to appear with a black background to help designate vehicles and buildings in the stack, scrolling is no longer necessary to select any unit in a stack. Icons denoting stacks of units have also been made larger to make them easier to see. Lastly, the background map for Konu has been redone.

If you are still experiencing performance issues, please do the following:

- Uncheck "Help with Unit Names When Deployed" in Account Settings

- Uncheck "Auto Scroll Unit Stacks when Deployed" in Account Settings

- Install the Image Pack in Account Settings

**Please clear your brower's cache!** If you are using IE you may also want to restart your browser to see all the changes. If you are already using the Image Pack, these changes have been rolled into the previous Image Pack update, you can download it here. You can download the entire Image Pack from the Account Settings panel.

[edit]

## Zoom Zoom Zoom

**by: Frizz on Sunday the 03rd of February 2008 at 02:34am**

A new zoom level has been added, this is should provide the best of both worlds - 3D vehicles and the ability to easily see/control your units. You can now toggle between the three zoom levels from the Account Settings panel. All map code has been consolidated for better optimization, so the old map view may look a little different to those who continue to use it. Also, you can now toggle whether or not you want stacks of units to scroll on the map. Lastly, you can also enable and disable a tool tip that displays vehicles and building names on the battlefield, when your mouse is over them.

If you're currently using the Image Pack you should download the updated files here.

**Note**: You will need this update even if you are using the old map. You can download the full Image Pack from the Account Setting panel. You should also clear the cache on your browser, many files were changed with the update, and your web browser may not pickup on all the changes.

The aimed-for balance between Energy, Missile and Ballistic weapons is as follows:

- Energy Weapons: Very good at close range, very poor at long range, no ammo, must wait between shots to recharge, firing can be disrupted by Commands, easy to improve weapon range.

- Missile Weapons: Excellent at long range, poor at short range. ammo dependent, no wait between shots, firing cannot be disrupted by Commands, easy to improve weapon range.

- Ballistic Weapons: No penalty or bonus to hit at any range. ammo dependent, no wait between shots, firing cannot be disrupted by Commands, difficult to improve weapon range.

The current weapon bonuses and penalties have created a situation where Missile weapons are the ugly, redheaded step-child of combat. The following changes have been implemented to bring a little more parity to all weapons and better follow the balance outlined above:

- Missile weapons now receive an additional bonus of +1 Gunnery Level (+2 Gunnery Levels total) when firing at their optimal range (listed range to listed range x2).

- Energy weapons now receive an additional penalty of -1 Gunnery Level (-4 Gunnery Levels total) when firing at their non-optimal range (listed range to listed range x2).

- "D" variant units now only provide a +3 damage bonus for Energy weapons (was +4).

- Faction Level: Combat 6 now only provides a range bonus to Energy and Missile weapons.

- Faction Level: Combat 10 now only provides a +3 damage bonus for Energy weapons (was +4).

- The penalty for firing while moving above controlled speed has been slightly increased.

Several other tweaks have been rolled into this update:

- The Sentry's main guns have had their range increased to 8 (was 6).

- The Paladin's main guns have had their recharge reduced to 2 (was 3).

- The Pirata now has 5 Controlled Speed (was 3) and 5 Max Speed (was 4), it's Energy weapon's recharge is now 2 (was 3).

- The Juggernaught's Energy weapon's recharge is now 2 (was 3), it's X-var no longer has any penalties.

- The Hellbore's Energy weapon's recharge is now 3 (was 5), it's Ballistic weapons have been given +1 range.

- The Ares's CE has been decreased to 675 (was 800), it's Energy weapon recharge is now 2 (was 3).

- The Lightfoot's CE has been increased to 750 (was 700), it's Controlled speed has been reduced to 4 (was 5).

- The Claymore's CE has been decreased to 850 increased to 1,000 (was 990).

- The Katana X-var no longer has a damage penalty.

- The SuperNova's main guns have had their recharge decreased to 3 (was 4).

- The Brightlance's main guns have had their recharge reduced to 2 (was 3).

- The Battleaxe's Max speed has been increased to 5 (was 4), it's Controlled speed has been increased to 4 (was 1).

- The Wolverine's CE has been increased to 425 (was 390), it's Max speed has been reduced to 6 (was 7).

- The Firestorm's CE has been decreased to 400 (was 440), two of it's base weapons have had their range increased to 3 (was 2).

- The Witman X-var now provides a <2 Gunnery Level bonus for all units in the same sector, if it did not move the previous turn.

- The Hawkeye now provides a 1 Gunnery Level bonus for all units in the same sector, if it did not move the previous turn turn.

- The Sunburst's Energy weapon's recharge is now 2 (was 3).

- The Ballista's Shields have been increased to 40 (was 30).

- The Death Whisper's main gun has had its range increased to 10.

- The Nightstalker now provides a <2 Gunnery Level bonus to all units in the same sector, if it did not move the previous turn.

- The Necromancer's AI-Slaves now only have a -1 Max/Controlled Speed penalty (all other penalties removed).

Merit changes:

- The Steady Hand Merit now provides +4 Controlled Speed (was +3).

- The Berserker Merit now only provides a +3 damage bonus for Energy weapons (was +5).

- The Eagle Eye Merit now only provides a range bonus for Energy and Missile weapons.

If you'd like to help out TinyWarz and earn free TinyBucks, click here.

[edit]

## TinyWarz 2.0 Launched!

**by: Frizz on Saturday the 26th of January 2008 at 01:12pm**

Welcome to TinyWarz 2.0 ... there are many updates, changes and improvements that have gone into the second version of TinyWarz.

**If you are a current player, please clear your cache. Several files have been updated and your browser may not pick-up on all the changes. Also, make sure you download the updated Image Pack.**

- All panels in the game have been optimized and re-coded to use the new art. - Construx now appear in blue with a blue background to distinguish them from regular units. - You can now assign a unit to your army from the Modify Units panel. The Create Army panel has been replaced by the View Army panel, which also allows you to assign units to your army. - Mods on most panels now provide a description when you mouse-over them. - When constructing buildings, the more advanced version now have the less advanced version as a requirement. - You can use icon-only mode while deployed by toggling "3D Map When Deployed" in Account Settings.

**Lastly, if you are using Internet Explorer version 6 or less your pages will load a lot slower because additional image processing needs to be done. Using IE7 or Firefox will provide you with a noticeable speed improvement.**

[edit]

## Pending Update

**by: Frizz on Thursday the 24th of January 2008 at 11:05pm**

A game updated is scheduled for Saturday (1/26) at 10:00am PST. The server will be down for about an hour while this update is applied. It is highly recommended that you not be deployed to a planet during this time.

[edit]

## Buy Orders

**by: Frizz on Wednesday the 16th of January 2008 at 03:40pm**

Buy Orders for Ore are now rounded to the nearest 1/10th of a Credit. Buy Orders for Command Points are now rounded to the nearest 10 (per Command Point). Buy Orders for TinyBucks are now rounded to the nearest 100 (per TinyBuck). Also, the first Buy Order posted at a price gets first crack at any sales. For example, if you Post a Buy Order at 2 Credits per unit and someone else later posts another Buy Order which is also for 2 Credits, your Buy Order will be filled first (if your Buy Order has the highest price), before the other Buy Order is considered.

The Buy Order panel now sorts Orders by price, then by when they the Buy Order was submitted (with the oldest on-top). If someone's Buy Order is above yours for a given price, simply increase your price per unit so that your Buy Order comes out on top and you will get first crack at any sales.

Also, you can now choose to sell only at the current listed Market Price or you may attempt to Sell Ore/Command/TinyBucks as long as there are pending Buy Orders.

[edit]

## XP Meka Tweaks

**by: Frizz on Thursday the 10th of January 2008 at 10:55pm**

Some small tweaks have been made to create a little more parity between the Activate-able XP Meka:

- Activated Palestar can never be targeted by enemy commands

- Activated Spellbreaker receives 25 Controlled Speed while teleporting

- Activated Necromancer can give its AI-Slaves +4 Max Speed and +5 damage for one turn (7 turn cool down) and AI-Slaves now have better gunnery

- AI-Slaves (and their Mods) are automatically salvaged, however there is a 25% chance of failure when attempting to create an AI-Slave (unit will be lost on failure)

- ~~Activated Battle Axe X takes 7 less damage per armor hit~~

## Commander, Mod and Bandit Tweaks

**by: Frizz on Wednesday the 02nd of January 2008 at 11:40am**

- Activated or non-Activated Command Units now require the Battlefield Promotion merit in-order to pilot them. Even Commanders are now required to have this merit in-order to pilot a Command Unit. Activated Command Units can still only be piloted by Commanders.

- You can reset your Commander's Merits from the Headquarters page by using the "Reset Merits" link. Do this if you wish to select different merits for your Commander (this feature will be removed after 1-2 weeks).

- The Energy-Web Missiles Mod now causes a unit to lose 1 controlled speed in the following turn if it hits an enemy's shields. The Mod still causes a unit to lose 1 maximum speed if it hits the enemy's armor.

- The experience penalty for players over level 20 deploying to non-PvP planets (Riona and Taris) has been removed. Also, players over level 20 who deploy to these planets will find much more difficult bandits to fight. Keep in-mind that these bandits are easier to fight and do provide a bit less experience then bandits on PVP planets.

- Also, if you are in standard Construction Mode (ie. you have not activated Expert Mode in Account Settings) you will now see how many pre-req. Mods you have available for construction.

- Two new commands have been added: Power Rush (Adds 20% shields / 4 turn cool-down) and EMP Pulse (Removes 15% shields / 5 turn cool-down). These commands cannot target buildings. If you are using the Image Pack, you can download the new Command images here.

[edit]

## Expert Construction Mode

**by: Frizz on Tuesday the 01st of January 2008 at 02:10pm**

You can now enable Expert Construction Mode from Account Settings. This allows you to build Vehicles, Mods, and Buildings with fewer clicks than before. However, you will receive much less feedback and information while building in Expert Mode. You can bring up more information about items you wish to construct by clicking on the "\*" next to an item's name, but you will need to keep track of any required Mods yourself while in Expert Mode.

[edit]

## Server Upgrade Complete!

**by: Frizz on Friday the 21st of December 2007 at 06:55pm**

Welcome to the new TinyWarz server! This server is more powerful than the previous one and is running on a more reliable network. There may be a few outstanding issues with the move - if you encounter any problems, please post them to the Bugs area of the Forum.

**Also**, the following changes have been made:

- The building limit on Faction War planets has been lowered to 40.

- An innate to-hit bonus for turrets (1 Gunnery Level) has been removed.

- XP Advanced Meka have had their CEs increased by about 50%

- The Spellbreaker's Teleport ability has had its cool-down reduced to 7 turns

- The Nightstalker's Controlled Speed has been reduced to 3

- The Nightstalker's Immunity ability has had its cool-down increased to 10 turns

- The Nightstalker now only provides a sector wide to-hit bonus of 1 Gunnery Level (only when activated)

[edit]

## Stacking Penalty

**by: Frizz on Tuesday the 18th of December 2007 at 05:22pm**

There is now a penalty applied to stacks of units which will make units that are stacked together much easier to-hit in combat. For every additional unit past one in a stack, every unit in the stack will be easier to hit. Every additional unit in a stack will give two-thirds of a gunnery level as a bonus to-hit any unit in that stack.

**For example:** If you are shooting at a target that is in a stack of 7 other units, you will have a bonus to-hit of:

(7-1 Units) \* (2/3 Gunnery Levels) = 4 Gunnery Levels

If you are shooting at a target that is in a stack of 2 units, you will have a bonus to-hit of:

(2-1 Units) \* (2/3 Gunnery Levels) = 2/3rds of a Gunnery Level

If you are shooting at a unit that is not in a stack, there is no stack bonus to-hit it.

**Also Note:**

- Buildings count as part of a stack, ie. a building in the same square as a unit gives a bonus of two thirds of a gunnery level to-hit either the unit or the building.

- Destroyed units & buildings, Ore deposits, Relics, and Beacons do not count as part of a stack.

- Stacks do not take into consideration enemy, friendly and allied units. All are counted the same when considering the number of units in a stack.

- When ordering an attack, you will see a Stack Bonus modifier listed if you are receiving a bonus to-hit from attacking stacked units.

- The Stack Bonus is capped at 8 units.

- ~~Thumpers have been slightly improved to account for swarm tactics.~~

This should encourage you to think more about your units' movements (when deploying a large number of forces) and to co-ordinate more with your teammates when making attacks or defending.

**Also**, if your commander is destroyed on the turn an Emergency Evac command you ordered was due to go off, you will now no longer pay your drop cost to remove your units from the planet.

**Also**, players who are using the Image Pack will now receive an additional Command point bonus for ending their turns early.

[edit]

## Planet Changes

**by: Frizz on Wednesday the 28th of November 2007 at 01:15pm**

To help promote larger battles for faction nodes and to encourage use of the PvP Training planet for training instead of for Faction Point gathering, a few changes have been made. The following planet tweaks have been added to promote larger-scale combat and base attacks:

- Faction Point payout for captured Nodes has been increased by 25%

- Beacon payout on the PvP Training Planet has been decreased by 50%

- CE Limits on the PvP Training Planet have been decreased by 500

- Also, Bandits should no-longer appear when you are out of bounds

[edit]

## Game Tweaks

**by: Frizz on Wednesday the 21st of November 2007 at 01:10pm**

A few quick tweaks:

- Buildings that increase and decrease movement no-longer stack. Only the highest (increase) or lowest (decrease) value will be used. This is to prevent users from creating "fly-trap" bases that cannot be escaped from or bases that provide huge movement bonuses.

- You can no longer recruit crews if you have more than 100 Level 1 & 2 crews already. Several players were accumulating crews large amounts of crews which was causing performance issues for them on other panels. You can still buy Level 1 & 2 crews from the Black Market (or be given them) if you have more than 100 Level 1 & 2 crews. If you have 300+ crews and are experiencing timeout issues, please recycle or give-away crews before reporting issues on the forum.

[edit]

## Incoming Transmission ...

**by: Unknown on Sunday the 04th of November 2007 at 12:34pm**

\*\*\* Incoming Transmission \*\*\*

**Priority:** Urgent

**Classification:** Public

**Sender:** Rebel Combine

X-Projects research has been completed!!! We would like to thank every citizen who took part, more information about X-Projects can be found here.

\*\*\* End Transmission \*\*\*

[edit]

## Incoming Transmission ...

**by: Unknown on Monday the 29th of October 2007 at 02:15pm**

\*\*\* Incoming Transmission \*\*\*

**Priority:** Urgent

**Classification:** Public

**Sender:** Rebel Combine

Attention citizens - We need your help!

Our top scientists have unscrambled the last transmission from the X-Projects lab, but vital pieces of this communication are missing! We have discovered that various bandit groups scattered across many planets have jammed and intercepted parts of this vital message. Undoubtedly, these groups have discovered a way to store this data and are keeping it with the hopes of harnessing X-Projects technology for themselves.

The Rebel Combine urgently needs all citizens to keep an eye out for bandits which may be carrying this data. Unfortunately, we have no information on how the bandits could store and transport these records, but our spies have discovered a sizable increase in bandit com-net chatter, and it is our assumption that various bandit groups are attempting to collaborate in an effort to decode the X-Projects data.

Should any citizen recover data from the bandits, they are advised to send it to the Rebel Combine. We are offering a sizable reward to any individuals who can help us decode this new technology, and bring it to all people.

**Update:** Thanks to all citizens who have assisted with our efforts! The recoveries by Manuel93, haloguy48, phinoy, A\_dent, Humungus, Dfenceking, EVILG4, Magesrook (x2), psychokiller, and 13thapoc have allowed us new insight into the X-Project transmission. Unfortuantely, there are still several parts that we are unable to decrypt. Keep your eyes open citizens!

**Additional Update:** Citizens! We have almost completed our research, with a few more pieces of data recovered from the Bandits will be able to completely decode the X-Project transmission!

\*\*\* End Transmission \*\*\*

[edit]

## Server Back-up

**by: Frizz on Saturday the 27th of October 2007 at 03:50pm**

The server has been restored from a backup at 4am yesterday. Everyone who had Paid Days was given 100 Command to make-up for the lost day, users without Paid Days have been given 50 Command. The hosting company is currently investigating the issue to find out why the database reverted to a 4 month old version.

**That said**, there are some major changes being made to make sure this doesn't happen again. I'll post more information about this when I have it.

[edit]

## Performance Tweaks

**by: Frizz on Wednesday the 24th of October 2007 at 08:40pm**

To help combat some of the router/lag trouble people have been experiencing, TinyWarz now has a local image pack that can be downloaded. This allows TinyWarz to pull all game-related images off your local computer and should provide a speed improvement for all players. The link and settings for the image pack can be found in Account Settings. If you need help setting up the Image Pack, a walk-through can be found here.

Players who are using IE can simply download this file, and input the path of the images folder in Account Settings (some users have had to make a few tweaks to IE, these changes are listed here). Firefox has some extra security that needs to be accounted for. There is a guide on the wiki to help you through setting up a security policy in Firefox which will allow TinyWarz to use the Image Pack.

It is recommended that all players use the Image Pack for two reasons. First, all your pages should load faster - not using the Image Pack means that every image on a page is checked against the TinyWarz server to see if the local cached version should be updated. Even if an image is cached, there is still a check on against the server that could cause lag if you are having router trouble. Second, by using the Image Pack you remove some of the bandwidth load on the server, which improves everyone else's (and your) connection.

It is currently not required that you use the Image Pack, but a policy may be added later to encourage you to use this system. Lastly, all images in the pack are copyrighted by MobRule Studios and cannot be re-used or distributed.

Also, the code which handles turns has been tweaked to be a little more efficient.

[edit]

## Incoming Transmission ...

**by: Unknown on Monday the 22nd of October 2007 at 09:55am**

\*\*\* Incoming Transmission \*\*\*

**Priority:** Urgent

**Classification:** Public

**Sender:** Rebel Combine

Attention citizens - We bring you urgent news!

Our intelligence network has obtained proof that the recent attack of a United Federation lab was in-fact initiated by UF's own security forces. Our spies have also discovered that a group of scientists working at the United Federation's X-Projects lab sought to defect with the breakthroughs they developed. These men of science feared the consequences of one faction controlling this deadly new technology, but were discovered and attacked by UF forces before they could flee the installation.

A final transmission was received by the Rebel Combine shortly before we lost all communication with the scientists. So far we have only been able to unscramble these images. We will continue to research this data and broadcast any results.

\*\*\* End Transmission \*\*\*

[edit]

## Lag problem

**by: Frizz on Wednesday the 17th of October 2007 at 09:45pm**

Over the last 48 hours, the server has been experiencing random bouts of lag. While traces of shown that this appears to be coming from routers outside the ISP, a trouble ticket has been opened to investigate. Please follow the instructions in post if you experience lag, and post your results to the Bugs area of the form.

Lastly, please keep in-mind that units, crews, mods, etc. lost to server or internet issues are not replace-able.

**Update:** An issue has been traced to a router just before the ISP's network. This information has been added to the trouble ticket.

**Update:** The ISP appears to have resolved the issue. There will be some additional maintenance tomorrow (10/19) at 10:00pm PST for 1-2 hours.

[edit]

## Incoming Transmission ...

**by: Unknown on Saturday the 13th of October 2007 at 07:08pm**

\*\*\* Incoming Transmission \*\*\*

**Priority:** Urgent

**Classification:** Public

**Sender:** United Federation

Approximately four hours ago a strike was launched against one of our outposts which had been conducting deep-space research. The attackers were of unknown origin and they used technology our scientists are unfamiliar with. Our station was able to capture images of the following before we lost all contact with them:

Beware, this new threat appears to be more powerful than anything we have dealt with in the past. Citizen who encounter any of this technology should contact the United Federation immediately.

\*\*\* End Transmission \*\*\*

[edit]

## Tweaks and Fixes

**by: Frizz on Wednesday the 10th of October 2007 at 04:12pm**

Some small tweaks and fixes:

- A bug where messages that were archived by the receiving player would not showing up in your Sent Mail has been fixed.

- Units in your Storage now have indicators (BM: Black Market, De: De-activated, Cw: Crewed, Cmdr: Command Crew, OU: On Unit) which will give you more information about their status.

- Players who have over 365 Paid Days will now receive an additional icon on the main panel.

- You can now see what merits a unit has when assigning it to your army.

[edit]

## Draggable Map

**by: Frizz on Thursday the 27th of September 2007 at 09:30pm**

The map can now be scrolled by holding your mouse button down and dragging the map in the direction you'd like to see. Your cursor will now also change to indicate you are dragging the map. You can toggle this option from the Account Settings panel.

[edit]

## Dueling Planet Change

**by: Frizz on Saturday the 22nd of September 2007 at 05:24pm**

You can now deploy to the Dueling planet as long as there is an open drop spot with no active units in it (even if another player previously deployed to that spot). This means you can re-deploy to the Dueling planet after a battle or you can challenge a victorious dueler to another fight.

[edit]

## Profile Updates II

**by: Frizz on Monday the 17th of September 2007 at 10:42am**

You can now see if a player is Globally Muted or Banned from their profile. Also, attackers which are more than 20 squares from their targets will no-longer be able to determine their range to that target. This closes the loophole where players could target an enemy, then follow it around the map.

[edit]

## Profile Updates

**by: Frizz on Friday the 07th of September 2007 at 12:48am**

You can now enter information about yourself in your Profile. To do this, simply click the link for your Profile and enter text into the box that appears. If you have Paid Days, you can also set a custom image for your account. This must be in GIF format, 48x48 pixels and no bigger than 4kb in size. The game will automatically generate a smaller version of this image which appears next to your name on the main page.

**Update:** You can now delete a profile image you do not want. Thumbnail images have been removed (for the time-being) from the main page.

[edit]

## Trivial Winners!

**by: Frizz on Wednesday the 15th of August 2007 at 10:49pm**

Trivial answers have been reviewed, the winners (and winning answers) are below. Thanks to everyone who participated!

**1. Excluding Space Monkeys and default factions, name 5 of the first 11 factions in TinyWarz (since launch)**

1. RSArmy

2. Affliction

3. Paranoia Galaxy Force

4. Omega

5. Defiance

6. AllUrBaseRBlongToUs

7. Love for You

8. Selling All Mechs

9. Meka Men

10. JAKANIA

11. Barter Town - many guesses included this one

whtNnerdy - Paranoia Galaxy Force, Love for You, JAKANIA, Affliction, RSArmy

**2. Excluding Frizz, name 10 of the first 100 real players in TinyWarz (since launch)**

Battalia - CBX, Cub, Flostin, denizenx, Dark\_Leth, pyroknight, Cwarrior, HanekomJG, alamat, wererat (denizenx is at 431, rest are under 100)

**3. Name the first website to carry news about the TinyWarz Beta**

Motsrun - www.betawatcher.com

**4. Name the first website to carry news about the TinyWarz Launch**

alamat - www.mpogd.com

**5. Within 500 people guess the current number of TinyWarz sign-ups (as of midnight 8/11)**

EnderDDT - 42,200 (41,553 actual - this is the closest guess)

**6. Within 500 people guess the number of TinyWarz sign-ups as-of TinyWarz first birthday**

Blurg - 18,000 (17,678 actual)

**7. Provide a link to the original Space Monkeys flag**

Vanoi -

**8. What was the first vehicle ever built in TinyWarz (post-Launch)?**

CBX - Akimo Meka

**9. What was the first mod ever built in TinyWarz (post-Launch)?**

hazrain99 - Hellseeker Energy Turret

**10. What was the first vehicle designed for the game?**

Arctic - Panther Light Tank

[edit]

## HAPPY BIRTHDAY TINYWARZ!

**by: Frizz on Saturday the 11th of August 2007 at 11:54am**

Today marks TinyWarz second birthday! Thanks to everyone who has joined the TinyWarz community and to the people who continue to join. Major updates are being worked on for TinyWarz third year; thanks again to everyone who has helped get us to this point!

[edit]

## (almost) Happy Birthday!

**by: Frizz on Friday the 10th of August 2007 at 12:06pm**

Although we're a few hours from TinyWarz second birthday, I'm posting an early Happy Birthday message (my internet access may be questionable for the next few days). I want to thank **everyone** who plays and enjoys TinyWarz. All of you are the reason we're celebrating today.

Second, please submit your Trivia Answers beginning at **midnight** PST. If you already submitted your answers your message was deleted. Only answers that are submitted on or after midnight tonight will be accepted. Please have all your answers in one email, multiple emails from one person will not be accepted. **Good Luck!**

Lastly, please allow a few days before the winners are announced, it will take a while to sort through each email and determine the winners for each question.

[edit]

## Shields ... SHIELDS!

**by: Frizz on Thursday the 09th of August 2007 at 12:54am**

Small indicators have been added to the top and bottom of each unit and building icon while you are deployed. These icons will show you the remaining shield and armor amounts for each unit (friendly and enemy). You can toggle this by clicking the "Show Unit Damage" icon while deployed. You can also set the default behavior (showing icons or not showing them) by changing your Account Settings.

[edit]

## Happy Birthday to Us!

**by: Frizz on Wednesday the 08th of August 2007 at 02:08am**

Hello all -

With TinyWarz second birthday just around the corner, I wanted to get everyone in the spirit with a little trivia. Below are 10 questions, each one is worth 50 TinyBucks. However, you can only win once (there will be a different winner for each question). You win for the first correct question you provide an answer for which no one else has won (based on the order you provide your answers in).

**RULES**: Answers to questions must be emailed, only one email is allowed per person, please put all your answers in one email, **AND** emails will only be accepted AFTER midnight PST on 8/11. Please title your email "Trivia Answers" ... Good Luck and Happy Birthday TinyWarz!

**Trivia Answers submitted before midnight PST on 8/11 will not be accepted.**

1. Excluding Space Monkeys and default factions, name 5 of the first 11 factions in TinyWarz (since launch)

2. Excluding Frizz, name 10 of the first 100 real players in TinyWarz (since launch)

3. Name the first website to carry news about the TinyWarz Beta (provide link to article)

4. Name the first website to carry news about the TinyWarz Launch (provide link to article)

5. Within 500 people guess the current number of TinyWarz sign-ups (as of midnight 8/11)

6. Within 500 people guess the number of TinyWarz sign-ups as-of TinyWarz first birthday

7. Provide a link to the original Space Monkeys flag

8. What was the first vehicle ever built in TinyWarz (post-Launch)?

9. What was the first mod ever built in TinyWarz (post-Launch)?

10. What was the first vehicle designed for the game?

[edit]

## Code Tweaks

**by: Frizz on Friday the 03rd of August 2007 at 06:52pm**

The code for giving units, mods, buildings and crews from your personal storage and a faction's storage has been completely re-worked. Giving items should now happen much faster and use fewer server resources while it is processing.

[edit]

## PvP Training Planet Changes III

**by: Frizz on Sunday the 29th of July 2007 at 05:03pm**

One last tweak to the PvP planet that should give the best of both worlds. Holding the Beacon on the PvP Training planet now gives 1 Faction Point to the controlling player's faction (as it did previously) however factions will now see what player is responsible for gaining those faction points. This allows factions which reward players for earning faction points with the ability to know who earned what points on the PvP Training planet.

**Also**: Beacons which are moved out of bounds are now dropped at that location and will have to be re-captured.

**Lastly**: If your commander's unit is destroyed while you are deployed to a planet, you will only have to wait six minutes if you are attempting to deploy to a base, "blind deploys" do not have to wait.

[edit]

## Tweaks

**by: Frizz on Thursday the 26th of July 2007 at 09:24pm**

You no longer need to have a crew in a vehicle in-order to save Mods assigned to it. This should make creating vehicle load-outs must simplier; you can now assign the mods you want to a vehicle, then add and remove crews as you like.

If your Commander is in a unit that destroyed while you are deployed to a planet, you must now wait six minutes before you can re-deploy to any planet. If you Evac, Request a Dropship or reach the Horizon, you will avoid this penality. Note: This penality does not apply to Commanders who are destroyed on the Dueling planet.

Lastly, the Request Dropship Command now only costs 1 Command Point to issue (was 5) and it now removes your units after 5 turns (was 6). However, your Commander will now be un-able to move while waiting five turns for the dropship to remove your forces from the planet.

[edit]

## PvP Training Planet Changes II

**by: Frizz on Thursday the 26th of July 2007 at 01:26am**

The PvP Training planet now only pays out faction points when the planet reaches horizon. There is only one pay-out per orbit and the Beacon begins accumulating faction points when it is first captured, if a Beacon is later captured by another faction the already built-up faction points do not reset. The message whichs tells a faction how many faction points were received from a Beacon now also says what player captured the Beacon for that faction.

[edit]

## PvP Training Planet Changes

**by: Frizz on Thursday the 19th of July 2007 at 06:05pm**

Several tweaks have been made to the PvP Training planet (Aldus). The CE caps for this planet have been reworked, higher level players can now deploy a few more units to help them compete with other players. However, low level players are still able to deploy atleast twice as many units as high level ones. Here are the new limits:

Up to Level 10: 4,000 CE Limit

Up to Level 20: 3,500 CE Limit

Up to Level 30: 3,000 CE Limit

Up to Level 40: 2,500 CE Limit

Up to Level 50: 2,000 CE Limit

Above Level 50: 1,500 CE Limit

Also, the Beacon on Aldus now pays 1 Faction Point every turn (increased from 1 Faction point every-other turn). Bandits and unique bandits will now be found more often on this planet.

Lastly, the unit information panel will now display a faction's name if you leave your mouse over the faction's flag.

**Note**: Factions can now control what player ranks can see other faction members' levels. This is controlled through the "Levels" right in the Ranks panel.

[edit]

## Community Feedback

**by: Frizz on Saturday the 14th of July 2007 at 02:00pm**

Because of growth of the TinyWarz community, new features are being added to make it easier for players to identify helpful (and harmful) players. Community Feedback is a feature players who have at least one year with TinyWarz can use.

All players now have a Profile which can be accessed by clicking on their name in Chat or on the player list. Opening a player profile shows all feedback for that player and allows players who can leave feedback to leave a message about that player on their profile.

Players who have at least 5 positive feedback posts will receive a marker next to their name indicating that their are a positive influence on the TinyWarz community, likewise, players who have at least 5 negative feedback posts will be marked as-well. These scores can be used to assess trades with a player, whether a player helps or attacks others, a player's behavior on Chat, etc.

Players who can leave feedback can only create one new feedback post every 24 hours. Once feedback is posted it cannot be withdrawn. Community Feedback is for **game related issues** only, players who do not use Community Feedback for this purpose will find their ability to leave feedback revoked.

[edit]

## X-Variant Update

**by: Frizz on Thursday the 12th of July 2007 at 11:05pm**

Experimental variants (X-variants) have been re-visted and tweaked. Several variants have been changed and many are now easier to obtain. Each vehicle that can have an X-variant now lists a percent chance, this is the chance that an X-variant will be one of the possible variants for unit when it is built (i.e. a 50% chance means there is a 50% chance that the unit will have an X-variant in its possible list of variants when it is constructed). The previous chance of having an X-variant was 10% for all applicable vehicles.

Keep in-mind, you need atleast 10 Construx of one vehicle type in-order to have a shot any a variant.

[edit]

## Market Tweaks

**by: Frizz on Saturday the 07th of July 2007 at 12:44pm**

A few tweaks to the Black Market - there is now a minimum price of 1 Credit per Ore, Command or TinyBuck. This applies to Buy Orders and sales posted to the Black Market.

Also, any sale posted at a price below the highest priced Buy Order will now use the Buy Order's price instead of the posted sale price. i.e. If you post 1,000 Ore for 1 Credit, you will sell that Ore to the highest price Buy Order at the Buy Order's price (before you should that amount for 1 Credit). This will make it easier to get the best price for large amounts of Ore, Command, or TinyBucks without posting multiple sales; simply post your items for Market Price (see below) and your sale will work its way through all the Buy Orders.

**Also**, you will now see if you are asking for Market Price or a higher price on any items you post to the Black Market.

**Lastly**, you will now see the range you attack and are attacked at in your Combat Log as the last number in red.

[edit]

## Mining Update

**by: Frizz on Thursday the 21st of June 2007 at 12:02am**

A review of how mining functions in TinyWarz has been completed and several changes have been made. First off, it's become apparent that vehicular mining vs. building mining is not quite working as intended. This is because most people who use buildings to mine (quite smartly) are ending their turns early, this effectively halves their drop cost and makes it very difficult for vehicular mining to compete. To fix this, your base's drop cost will no longer be considered when you end your turn early, this means you will only be able to get half your drop cost back for your deployed units, not your base. Your mining base will still provide the same amount of ore as it did before this update, it will just cost you more command.

To bring vehicular mining up to the same efficiency (ie. amount of ore that can be mined per command point) as building mining had, several changes have been added. Ore deposits on Faction War and PvP Training planets now have an average yield of 600 ore. Advanced Mining now gives a yield bonus and a new mining command (Mega Mining) has been added that doubles the yield in an ore deposit while also giving a 20% efficiency bonus. The reasoning and numbers for the mining change are detailed on the Mining Explained wiki page. This update better fits the design of TinyWarz; vehicular mining (active mining) is intended to provide more ore than building mining (passive mining), plus the new changes make vehicular mining even more efficient (in ore per command) than building mining was before this update (see above link for details).

Lastly, several Commands and Abilities have been changed, as a result, everyone who used their Respec has been given a new one. Below is the complete list of changes:

- Base Efficiency for Vehicular Mining has been decreased to 50% (was 55%)

- Increased average yield of ore deposits on Faction War and PvP Training planets to 600 (was 500)

- Increased chance of Mega Ore deposits by 3x to 10% (same chance for all planets that allow PvP)

- Decreased range of ore in Mega Deposit from 500-2,500 to 1,000-2,000

- New Command: Mega Mining gives +20% Eff. doubles yield from a deposit, Costs 5 Command to issue

- Mining Expert Ability now only gives a discount for Mining Commands, Level Point cost decreased 4

- New Ability: Salvage Expert, costs 4 Level Points, gives 1 Command discount for Salvage commands and increases ore given from Recycle Commands, Requires Scavanger

- Born Geologist and Mining Expert Abilities now require Mineralogist as a prereq.

- Scavanger ability cost decreased to 4 Level Points

- Hermes now gives +10% Eff.

- Calico now gives +15% Eff.

- Command refunded from Ending Turn early now no-longer includes command spent on base

- Note: On Faction War planets, new ore is randomly added back to the planet as it is mined

- NEW: Your base's CE is now removed from the experience calculation when you destroy a unit (but not when you have a unit or building destroyed), this feature will be tested so that people can deploy bases and hunt bandits at the same time.

[edit]

## PvP Training Planet Added!

**by: Frizz on Thursday the 07th of June 2007 at 10:08pm**

A new PvP Training planet, Aldus has been added. This planet scales the amount of vehicles you can deploy based on your level. The higher your level, the fewer units you're allowed to deploy to the planet. The planet as has additional features which should make Players vs. Player fights more interesting: the planet uses the same bandit scheme as Faction War planets, this means bandits can appear from anywhere at any time. Also, a Beacon can be found on the PvP Training Planet, capturing this gives your faction 1 Faction Point every other turn. Keep in-mind, capturing the Beacon will broadcast your position to everyone else on the planet. Lastly, two unique Bandit vehicles can be found on the PvP Training planet, the Bandit Skirmisher Tank and Bandit Thug Meka.

Also, Faction Planet Beacon Captures have also been changed, Beacon captures on the Faction Planet payout now 7 points per cap. This change is to encourage active collection of faction points in an active manner: like the PvP Training planet where smaller groups of units can have heated battles, rather than passive collection: such as the Faction Planet where near impregnable Faction Bases earn points from Beacon caps.

[edit]

## Welcome to the New Server!

**by: Frizz on Thursday the 07th of June 2007 at 12:15am**

Welcome to the new TinyWarz server! We'll be undergoing a shake-out period over the next day or so, once this is finished new content will be added.

[edit]

## Mining Improvements

**by: Frizz on Tuesday the 05th of June 2007 at 01:07am**

The Advanced and Improved Mining Platform Mods have been changed (for the better). These now increase the amount of ore in each deposit and the effects of these mods stack. The Mineralogist ability now also gives additional ore for each deposit mined (and stacks with the mods). If a commander with the Mineralogist ability and a miner containing both mods chooses to mine a deposit with 500 ore, it will mine the deposit as-if it contained 650 ore (30% bonus). This update makes it a little harder to reach 100% efficiency while mining (now only possible with the best miner, best command, efficiency increase ability, and merit) but increases the total amount of ore in deposits. The net result is that even more ore can now be mined with the best-possible miner and miners who use Mining Platforms or Mineralogist will see small increases in yields.

For more information about how these changes effect mining, please see Vehicular Mining Explained.

[edit]

## Pending Updates

**by: Frizz on Sunday the 03rd of June 2007 at 08:45pm**

Here's some information about a few updates that are coming soon: The TinyWarz server is getting ready to be super-sized! The new box will have twice the capacity of the current one, which should solve issues some players are having during peak hours. Once the server update is complete a game update will be going in to add new content. The server upgrade should go in some time on Wednesday (6/6), and there will be some down time (10-15 minutes is expected). The forum and wiki will not be down while the server is being upgraded, and turns will not be processing during this time.

[edit]

## Optimizations

**by: Frizz on Tuesday the 29th of May 2007 at 05:02pm**

Several tweaks have been added to help improve server performance: In-game emails are now archived every 15 days (players who currently have large Inboxes may experience some lag the first time they access their mail, as messages are archived for the first time). You can also choose to manually archive emails to keep your Inbox clean. Several scripts that do utility work on the server have also been moved to help improve game performance, additional changes will be made are they are needed.

[edit]

## Experience Changes

**by: Frizz on Sunday the 20th of May 2007 at 10:24pm**

Some tweaks have been made to how experience is earned which will make it easier for new players. To better explain the changes, here's a quick refresher on how experience is calculated:

When you destroy an enemy vehicle, the Combat Efficency of all your deployed units is compared to the total Combat Efficency of the opponent you attacked (or a fixed number in the case of Bandits and Sha'kahr). This creates a ratio that is then multiplied by the CE of the destroyed vehicle to give the final experience amount. So if you deploy a large force and are fighting someone who deloyed a small force you may end-up with less experience then they do, even if you both kill units with the same CE.

Previously, there was a 1,000 CE cap when you deployed. If you deployed with less than 1,000 CE, the system would move you up to the cap and make the ratio calculation as-if you had deployed with 1,000 CE. With this update, if your commander is level 3 or below, the cap is lowered to 500 CE (you now earn more experience for deploying with fewer units) and you receive at 25% experience bonus for any bandits you destroy. If your commander is under level 10, the cap is 750 CE. If your commander is over level 10, the cap is the old 1,000 CE.

[edit]

## Double Beacons!

**by: Frizz on Thursday the 17th of May 2007 at 11:31pm**

There are now two Beacons on the Faction planet. This means factions can now earn faction points twice as fast while collecting Beacons. Note: If a vehicle is already transporting a captured Beacon, it cannot capture another one.

[edit]

## Welcome our new Overlords ...

**by: Frizz on Sunday the 13th of May 2007 at 01:01pm**

A new bandit command vehicle has been spotted on the Faction War planet. Reports are coming in that the Bandit Overlord is providing bandits with improved accuracy and contains detailed information on bandit weaknesses. Commanders should note that if this unit were captured it should provide the ability to exploit bandit plans on the battlefield.

[edit]

## Faction Level Tweaks

**by: Frizz on Friday the 20th of April 2007 at 01:10pm**

The Faction Point cost for Faction Levels has been completely reworked. Any of the three Faction Levels can now be purchased for a fixed cost per level:

Level 1: 200fp

Level 2: 600fp

Level 3: 1,200fp

Level 4: 2,000fp

Level 5: 3,000fp

Level 6: 4,200fp

Level 7: 5,600fp

Level 8: 7,200fp

Level 9: 9,000fp

Level 10: 11,000fp

Level 11: 13,200fp

Level 12: 15,600fp

ie. To purchase Faction Level 1 in Construx, Combat and Research now only costs 600 Faction Points (200fp + 200fp + 200fp).

This significantly reduces the number of Faction Points needed to obtain all Faction Levels. Also, factions that had spent points in more than one Faction Level had the cost of the lower Faction Level refunded to them (and the level reset to zero). Factions which only spent points on one faction level are uneffected by this update (however, if you're a faction leader and this update completely changes your ability to "crush other factions" email me so we can discuss it).

[edit]

## TinyBuck Freebies!

**by: Frizz on Wednesday the 04th of April 2007 at 10:20pm**

Freebie TinyBucks from RewardGamer are back! These were removed a while back so that new anti-fraud measures could be added. In you're on the hunt for some extra TinyBucks, head on over and check 'em out.

**Also** ... PeoplePC is now offering a 200 TinyBuck Reward - to welcome them to RewardGamer, any Rewards received from PeoplePC now through the end of May will be doubled (email me to have your reward **doubled** after you receive it).

[edit]

## Factions, Factions, Factions

**by: Frizz on Wednesday the 28th of March 2007 at 11:22pm**

Lots of new stuff for factions, let's get started - Ore deposits mined on Faction War planet now have double the amount of ore. The chance of finding a mega-ore deposit (5x normal ore) has been increased from 2% to 3% (only found on planets where PvP is allowed). Faction War bandit pilots have received special training and now move a little faster (unique to bandits, salvaged bandit vehicles still move at the same speed).

Quick chance to Faction Levels: Research Faction Level 3 is now - One additional Build Slot and bonus to get Mods Slots, Research Faction Level 10 is now - One additional Build Slot and bonus to get Variants.

Last (but certainly not least) ... there are now two Faction War planets, Hellion and Infernus. The maximum number of nodes a Faction War planet can have has been decreased to seven (from eight), but the chance of a planet having more nodes has been increased. There are two new rules for Faction War planets: First, if a faction has captured a node on one Faction War planet, no members of that faction can deploy to the other planet. Second, members who have just joined a faction must wait 24 hours before deploying to a Faction War planet.

[edit]

## Merging Factions II

**by: Frizz on Monday the 19th of March 2007 at 09:52pm**

The comments in the Merging Faction post on the forum have been reviewed. A voting topic has been created, please view it here if you wish to vote on the Merging Factions feature.

**Update:** Results from the faction merger discussion can be found here.

[edit]

## More Experiments

**by: Frizz on Sunday the 18th of March 2007 at 11:36pm**

The following units now have X-variants:

* Tornado Meka - An experimental version decreases the speed and shielding for vastly improved firepower.
* Juggernaught Meka - An experimental version decreases armor and shielding for a much faster meka.
* Witman Meka - An experimental version decreases the shields and armor of this meka, but adds a targeting system that gives all near-by units a bonus to-hit.
* Sun Burst Meka - In experiments, the main weapon of this meka has been improved upon, at the cost of speed and meka protection.

[edit]

## Nodes and Experiments

**by: on Friday the 09th of March 2007 at 11:52pm**

Two updates to note: First off, the Faction War planet will now spawn a random number of nodes. The planet will now have at least four nodes, but no more than eight, the number of nodes are determined each time the planet begins its orbit. There will be no indicator of how many nodes have spawned on the planet (so you'll simply have to hunt for them in-order to find them).

Second, certain vehicles which are un-common or un-popular now have the possibility of being constructed as Experimental Variants (**X**-variants). These variants modify the stats of the vehicle and attempt to make the vehicle more popular and usable. Three vehicles currently have X-variants - the Katana Meka, the Death Whisperer Artillery, and the FireStorm Meka. If these options are popular, more X-variants will be rolled-out. A vehicle's description will list any X-variants it has and what those variants do.

If you would like to suggest additional X-variants, please do so here. X-variants will appear as an "X" in the variant list for that unit, they are very uncommon and will only appear in (approximately) 1 in 20 vehicles with variants.

[edit]

## Missing Turns

**by: Frizz on Thursday the 08th of March 2007 at 05:32pm**

The issue with missing turns has been resolved, thanks to everyone who provided feedback.

[edit]

## Merging Factions

**by: Frizz on Monday the 05th of March 2007 at 08:38pm**

The following updated is being considered:

Two faction can now merge into a single faction. In-order to merge, the leaders of both factions must agree to combine factions. It costs 1,000fp to merge two factions. All the faction points for the merged faction are lost and that faction is no-longer usable by players.

Please post any feedback you have on this idea here.

[edit]

## Tweaks and Changes

**by: Frizz on Friday the 23rd of February 2007 at 05:04pm**

A quick update - some bug fixes and tweaks have been happening behind the scenes. Also, because of the battery of updates over the last few months, some time will be taken to make sure all the new content and updates "play nice." However, there are a few updates to note -

* Due to the increase in intra-faction battles, the amount of command captured Relics payout has been doubled. This should make Relics much more valuable and give factions that capture them an easier time rebuilding their forces.

* Players who refer other players will now receive a reward of 250 Command Points when a new player obtains Paid Days with TinyBucks.

* Factions can now view Combat Messages from a specific faction planet.

[edit]

## Vehicle Variants!

**by: Frizz on Monday the 29th of January 2007 at 09:57pm**

User constructed vehicles now have a chance of being a variant. A vehicle can have up to three variants that modify its armor, shields, shield recharge, damage, energy weapon recharge and ammo. The number of construx the player building the vehicle has (plus any shared construx that player's faction has) determines how many variants a vehicle receives. If a vehicle is constructed with a variant, it will appear in the tab along with any mod slot it receives.

- Every construx over 10 provides a 4% chance of a variant (ie. 15 constux (15-10) = 20% chance) caps at 80%

- Every construx over 20 provides a 4% chance of a 2nd variant (ie. 25 constux (25-20) = 20% chance of 2nd variant, 25 constux (25-10) = 60% chance of 1st variant) each caps at 80%

- Every construx over 30 provides a 4% chance of a 3rd variant (ie. 35 constux (35-30) = 20% chance of 3rd variant, 35 constux (35-20) = 60% chance of 2nd variant, 80 constux (35-10) = 80% chance of 1st variant) each caps at 80%

Vehicle variants are:

**[A]** Armor - +25% armor

**[S]** Shields - +25% shields

**[R]** Shield Recharge - +5 Shield Recharge

**[D]** Damage - +1 Missile, +2 Ballistic, +4 Energy

**[E]** Recharge - -1 Recharge

**[M]** Ammo - +50% Ammo

Vehicles cannot have a variant that would not give them a benefit (ie. a vehicle with only Energy weapons could not be an Ammo variant).

[edit]

## Happy New Year!

**by: Frizz on Monday the 08th of January 2007 at 11:53am**

- You can now create Buy Orders for the Black Market. Buy Orders allow you to buy TinyBucks, Ore, and Command at a price you set. When these items are sold, the server looks for a Buy Order that is within the price the seller is asking for, before posting the sale to the market. When you post a Buy Order, keep in-mind: the Buy Order that is offering the higest price gets first try at a sale, so the player offering the best price will have their Buy Order fulfilled first.

- Players with the Faction Invite admin right can now delete pending invitations to other players.

[edit]

## Xbox 360 Giveaway

**by: Frizz on Tuesday the 12th of December 2006 at 05:14pm**

To celebrate the end of 2006, TinyWarz is giving away an Xbox 360 to one lucky player! All you have to do to win is play ... here are all the details: From now until the end of December, every computer controlled Bandit destroyed on any planet has a small chance of having an Xbox 360 Modification. If you find and destroy this Bandit then salvage the Xbox modification you'll win an Xbox 360 ... it's that easy!

Fine print: **All** players have a chance to win, no purchase is required. Only one Xbox 360 Core System will be given away. Free shipping will be provided if the winner lives in the U.S. ... non-U.S. residents may need to pay shipping charges. Every bandit has an equal chance of having the Xbox modification (you cannot fail to salvage the Xbox mod).

**Update: RoseThorn found the Mod and won the Xbox 360!**

+ Turn messages (attacks, commands issued, mining, etc.) have been optimized and re-organized. You will now see which shots inflict critical hits and which shots destroy a unit. You will now only see "unable to fire" message for weapons shooting at targets that are out of range.

+ You can now deploy to bases with unpowered buildings (you still cannot deploy to a base when all of its buildings have been destroyed). Vehicles that deploy to a base now suffer from "Deployment Shock" which gives a large to-hit penality for 4 turns (4 Gunnery Levels). These changes allow faction members to come to the aid of bases that are under siege, while still giving attackers a chance to finish-off the base.

**Auto Evac & Server Time**

+ Each turn you are deployed, Auto Evac will check to see if you are receiving data, if the Auto Evac time is exceeded and the game has been unable to reach your computer, you will instantly Evac from the planet (if you have enough Command to pay for an Emergency Evac). The default setting for Auto Evac is 0 (not enabled), you can enable Auto Evac from Account Settings. The minimum setting is 3 minutes, which means that if your game becomes unresponsive, you will Evac from a planet after 3 minutes (as-if you issued the Command the moment your game became unresponsive).

+ There is now no initial cost to issue an Emergency Evac command (however, you must still repay your drop cost after the Command executes)

+ Lastly, the server will now take into account the amount of time the previous turn needed to process when computing how much time is left in your turn. The countdown timer will not start until after the previous turn is completely processed.

+ New players now begin the game with one or two 1-slot vehicles (depending on starting faction) and some Mods.

**Alien Update:**

Reports are coming in that the Sha'Kahr have developed even-more powerful structures to content with invaders who harrass their base. Four new alien buildings have been spotted, beware of these deadly additions of Alien technology.

+ Mark of the Commander - .75 CE Modifier

+ Pallas Prism - +4 Damage

+ Katana - recharge time of weapons reduced

+ Nodes and Beacons now broadcast the name of the faction that captured them on the Deploy panel

+ Sha'Kahr Interdictor is now -10 Shields, -3 Max Move per turn

+ EMP Generator is now -25 Shields per turn

+ You can no-longer deploy buildings to bases that have enemy vehicles within visual range

+ You can no-longer deploy to bases with un-powered buildings

+ Nodes now support 50 buildings

+ Faction War Nodes now pay 40 Faction Points every 12 hours to the faction that is holding them at that time.

+ Aliens now give experience points

+ Destroyed buildings on the Faction War planet no longer give experience.

+ A bug where Salvage bonuses would not be properly applied has been fixed

+ A bug where Aimed Shot would decrease your chance to-hit has been fixed

+ EMP Generator now does 30 points of EMP damage

+ Energy Specialist Merit now gives +5 Shield Recharge

+ Beserker Merit now gives +5 Energy damage

+ Slow moving targets are now a little easier to-hit, faster moving units are now a little harder to hit.

**Updates:**

+ You can now see the Shield and Armor values for faction member's vehicles and buildings.

+ Command Tower now gives +4 Max Speed

+ Command Tower swapped with Resupply Compound in Construct Faction Levels, Resupply Compound now gives +6 Armor +6 Ammo per turn.

+ Maximum number of buildings a Node can support has been increased to 65.

+ Failed salvages now report back what chance of success was.

+ Faction Level Tweak - Construction: Low level shield/armor bonuses improved, high level shield/armor bonuses reduced, shield recharge bonuses increased.

+ Given the addition of a new planet and the above changes, any faction leader that would like to re-spec their Faction Levels should email me in the next 10 days for a reset.

+ Aerodynamic Armor and Shield Shunt mods now modify a percentage of Shields and Armor.

**To-Hit Changes:**

You will will now see your approximate chance to-hit when you attack an enemy. Commands which improve your to-hit (Aimed Shot, Fire Mission, Paint Target etc.), vehicles (Sentry and Brightlance) and mods (Eagle-eye and Sure-shot) which provide a bonus to-hit will also be reflected in the to-hit number that displays when you order an attack. Commands issued by your opponent will not be relected in the to-hit value.

[edit]

## Faction Wars!

**by: Frizz on Saturday the 09th of December 2006 at 11:50am**

**New Planet:**

A new type of planet is now in the game: **Faction Wars**. The Faction War planet contains 4 Nodes that (when captured), slowly pay-out Faction Points, up to 75 per day, per captured Node. Also, after your faction captures a Node, your Commander (if you have Faction Base Rights) can deploy buildings from Faction Storage to their location (from the Commands panel) to help defend your node. You must pay Command points to deploy buildings to a node (the Union Treasurer ability reduces the amount of Command you have to pay). You can also Evac a building that is at your Commander's location. Once captured, faction nodes can also be deployed to by all players in your faction. **Be warned**: Bandit activity has been reported on Faction War planets, exercise extreme caution when deploying there.

+ The first orbit for the Faction Wars planet wil be 24 hours, this time will be extended for future orbits.

+ The Mammoth is now a Unique Unit.

+ Un-Powered Turrets can still attack, but un-powered buildings do not recharge shields.

**Bandit Changes:** Bandits are now smarter and more aggressive. They will now chase you as long as they can see you. Bandit have also gained access to new units, keep an eye out for bandits in improved vehicles and buildings.

**All Attack** has been removed from non-PvP planets (players on Training planets may still use All Attack to strike Bandits). This order allowed players to deploy huge numbers of units in stacks that could only be controlled with the All Attack command. Removing this command removes the stalemates these "unit stacks" created.

**Relics and Faction Nodes** now broadcast their location once every 5 turns.

**Updates:**

+ Cyclops recharge decreased to 4

+ Death Whisper's main weapon does 50% additional damage to buildings

+ Death Whisper CE decreased to 500

+ Shield Recharger increased to +10 Shield Recharge

+ Salvage and Advanced Salvage commands now display a % chance

+ Survivalist and Scavenger abilities now display a % increase

+ Wartech Salvage Bot, Wartech Salvage Droid, Fiddler Salvager, Spider Salvager, Hermit Salvager now display a % increase

+ You can no-longer Deploy to a base after all its buildings have been destroyed

**Salvaging Explained:**

When a salvage command is issued one of two chances-to-salvage is used: The basic Salvage command has a 15% chance of salvaging a destroyed unit, the Advanced Salvage command has a 30% chance. If you have the Salvager ability, a 10% bonus is added (this applies to any vehicle that salvages not just your Command Crew). If your crew is in a Fiddler, Spider or Hermit a 10%, 20% or 30% bonus is added. Lastly if the vehicle is equipped with a Salvage Bot and/or Droid a 5% and/or 10% bonus is added. This amount is then subtracted by the amount of damage past 0 the destroyed vehicle took on it's kill shot (ie. a vehicle that was destroyed by a massive attack it will be harder to salvage, a vehicle that was destroyed by low-damage weapons will be easier). Mods are ~33% harder to salvage than vehicles.

**Examples:**

A Commander without the Salvager ability issues a Salvage command for a destroyed unit that took 5 damage past 0 on the kill-shot using a Fiddler equipped with a Salvage Bot. The chance to salvage the vehicle is: (15 + 10 + 5 - 5) = **25**% **chance** & ~15% chance of salvaging mods.

A Commander with the Salvager ability issues an Advanced Salvage command for a destroyed unit that took 15 damage past 0 on the kill-shot using a Hermit equipped with a Salvage Bot & Droid. The chance to salvage the vehicle is: (30 + 10 + 30 + 5 + 10 - 15) = **70**% **chance** & ~45% chance of salvaging mods.

[edit]

## Updates ...

**by: Frizz on Friday the 01st of December 2006 at 11:11pm**

**Bandits:**

Some Bandit vehicle are now being outfitted with special modifications, keep an eye-out for these!

**Interface changes:**

You can now order one of your units to attack an enemy unit by issuing an "Attack" order to your unit and then simply clicking on an enemy vehicle.

**Balance Tweaks:**

- Buckler Light Shield Generator now provides +8 Shields.

- Plasteel Armor now provides +12 Armor.

- The RoadRunner Turbine now divides the unit's Controlled Speed by 2.5 and then adds that to the unit's Max Speed. Then the unit's Controlled Speed is set to 0.

- Offensive Commands now have a Range. This is the maximum number of squares the enemy unit can be from the Commander's unit. The Command panel now shows how far your target is from your commander. Non-offensive commands do not have a range. Ranges are:

```
+ EMP Burst - 25 squares
+ EMP Surge - 20 squares
+ Static - 20 squares
+ Detect Weakness - 20 squares
+ Find Flaw - 20 squares
+ Expose Soft-spot - 15 squares
+ Paint Target - 25 squares
+ False Orders - 20 squares
+ Jam Communications - 20 squares
+ Critical Flaw - 25 squares
+ Power Down - 15 squares
+ Shield Failure - 20 squares
+ Mass Confusion - 15 squares

```

**Commander Changes:**

You can now purchase up to three merits for your Commander, if you have maxed out piloting and gunnery. The first merits costs 3 Level Points, the next 6, the last 9. The Marksmanship and War Hero Merits cannot be purchased. Everyone has been given a free respec to take advantage of these changes.

There are also two new Commander abilities:

+ Iron Hide - Improves Commander's Armor by +25%

+ Shield Master - Improves Commander's Shields by +25%

[edit]

## Modify Units and Base Designer Tweaks

**by: Frizz on Thursday the 30th of November 2006 at 07:28pm**

The Modify Units page has been updated to be easier to use. Multiple units are now grouped together and the code has been updated to load faster. The Base Designer page has also been updated - you can now save up-to five different base designs. A Multi-place mode has also been added, allowing you to select a building and place it multiple times on the grid. Once the Base Design page is tested, it will also be used in the Faction section.

[edit]

## In my Defense ...

**by: Frizz on Wednesday the 29th of November 2006 at 07:50pm**

A balance pass has been made looking-at how defense is handled in TinyWarz. The intent of this update is to increase the amount of damage high complexity units can take and to give players more (and better) options when improving the defense of their vehicles. This update should increase the length of battles between high complexity units and also give higher complexity units better survivability against low-complexity, high-damage units. All mods that affect defense have been considered and many have been changed (some vehicles and commands have also been tweaked). Lastly, two new Merits and three new Commands have been added that provide defense bonuses ... all players who used their re-spec to choose new Commands and Abilties have been given another for free (Note: Free re-specs will not always be given when Commands & Abilities are modified or added).

Buckler Light Shield Generator - Increases Shields 25%

Kite Medium Shield Generator - Increases Shields 50%

Hightower Shield Generator - Increases Shields 100%

Backflash Recharger - Increases Shields 50%

Hyper-bat Recharger - Shield Regen Increased

Masscap Recharger - Shield Regen Increased

PlaSteel Armor - Increases Armor 25%

Steelcore Armor - Increases Armor 50%

Pro-Max Armor - Increases Armor 100%

Patchwork Armor - Increases Armor 50%

Shield Boost Acti - Activated bonus improved

Shield Rush Acti - Activated bonus improved

Shield Restore Acti - Now restores all Shields when activated

Basic Repair Nanites Acti - Activated bonus improved

Repair Nanites Acti - Activated bonus improved

Advanced Repair Nanites Acti - Now restores all Armor when activated

Improved Hydraulics Acti - Activated bonus improved

Powered Hydraulics Acti - Activated bonus improved

Natural Armor Acti - Activated bonus improved

Overload Capacitor - Damage Reduced

Shield Shunt - Max Speed bonus increased, Shield penalty decreased

Volley Adaptor is now the Rapidfeed Adaptor (modifies Ballistic weapons instead of Missile weapons)

Armor Piercing Missiles - Damage decreased, CE Modifier decreased

Explosive Missiles - Damage decreased

Zeus Missile System - Max speed penalty removed, Controlled Speed -5, Damage increased to 14

Neptune Seige Cannon - Max speed penalty removed, Controlled Speed -5, Damage increased to 18

Triad Missile Launcher - Range decreased

Two New Merits, plus Changes:

(New) Engineer - Crew's unit receives +25% Shields

(New) Armorer - Crew's unit receives +25% Armor

Packrat - Now gives +50% ammo

Beserker - Crew does +1 Missile, +2 Ballistic, +4 Energy Damage

Three New Commands, plus Changes:

(New) Wild Maneuver - Target unit is much harder to hit this turn (3 Gunnery Levels) and receives a penality to-hit (2 Gunnery Levels). (Requires Evasive Action)

(New) Energy Shell - Target unit takes 2 less damage per attack for the next 3 turns. (Requires Power Burst)

(New) Energy Barrier - Target unit takes 5 less damage per attack this turn. (Requires Energy Shell)

Evasive Action - Bonus increased, unit is now always harder to hit (not just when not moving), cool-down increased.

Mass Confusion - Unit now loses 2 Movement for 3 turns, cool-down increased.

Detect Weakness - Inflicts 1 additional damage per attack this turn.

Find Flaw - Shots that hit the target's armor inflict 2 additional damage per attack for 2 turn.

Expose Soft-spot - Inflict 1 additional damage per attack for 3 turns.

Vehicle Changes:

Brightlance - 1 Controlled Speed

Super Nova - 0 Controlled Speed

Sentry - Damage increased to 7 per weapon

Takagi - Ammo increased to 6 per weapon

Prowler Ammo increased to 4

Whirlwind CE increased to 390

Firestorm CE decreased to 440

Other Tweaks:

You can no longer issue a Mine, Salvage, or Recycle Command to a unit that is moving.

[edit]

## MiniMap Updated

**by: Frizz on Tuesday the 28th of November 2006 at 06:52pm**

Some minor bugs in the MiniMap have been squashed. Also, the Minimap has been zoomed out, allowing you to see twice as much as you could before. Lastly, the MiniMap and chat will no-longer "flicker" when you scroll your view in Firefox.

[edit]

## MiniMap!

**by: Frizz on Monday the 27th of November 2006 at 08:21pm**

A MiniMap can now be accessed while you are deployed to a planet. You can also click on the MiniMap to jump your view to that location. The map can be viewed each turn by clicking the MiniMap icon in the status panel or you can have the MiniMap automatically appear each turn by choosing that option in your Account Settings. Note: The map is still a little quirky, please report any bugs to the Bugs section of the forum.

[edit]

## Sunday Tweaks

**by: Frizz on Sunday the 26th of November 2006 at 05:45pm**

You can now view price histories for Ore, Command and TinyBucks for sale on the Black Market. This should give you a better idea about what prices have been paid for these items in the past.

The following tweaks have also gone live: - The to-hit penality for Energy weapons shooting at targets that are beyond their optimal range (which is the listed range, up to two times the listed range) has been decreased from 3 Gunnery Levels to 1 Gunnery Level. - The Crusader Longgun range has been increased to 5, ammo increased to 7. - Death Whisper Artillery's range was increased to 9, To-hit penality and bonus has been decreased to 1 Gunnery Level. - The Union Member ability again provides a short-ranged ballistic attack. - Ammo Drop now has a 3 turn Cool-down. - Resupply Drop now has a 5 turn Cool-down.

[edit]

## Show Me the PvP!

**by: Frizz on Friday the 24th of November 2006 at 07:56pm**

You can now choose to only show Player vs. Player kills on the Recent Kills list. To do this, load the Account Settings Panel and check the "Only Show PvP in Recent Kills List" option. Using this option elimates Bandit kills from the Recent Kills list and only displays kills that are PvP. You can also enable this setting on the TinyWarz Killboard Gadget.

Also, a suggestion to balance Missile vs. Ballistic vs. Energy weapons is posted here ... please take a look and post any feedback you may have.

[edit]

## Faction Storage and Updates

**by: Frizz on Thursday the 23rd of November 2006 at 12:50am**

A few faction tweaks - Faction Storage now has the same functionality as the new Headquarters -> Units page. The Request Units admin power for factions has been replaced with the Storage admin power, the Storage admin power allows users to directly give units, mods, vehicles, and crews to other players (a message is sent to the faction logging the transaction).

Also - faction invites now contain information about a faction's levels and any shared construx the faction has, this gives players who are considering joining a new faction more information.

[edit]

## Show Me the Units!

**by: Frizz on Tuesday the 21st of November 2006 at 07:30pm**

The Headquarters -> Units page has been completely reworked and optimized. This page should now load a bit faster and the tweaks should also make it easier for players with lots of vehicles, crews, buildings & mods to sort through their stuff. If no major issues are found with this page it will be used to handle faction storage as-well. The Headquarters -> Activate Units page has also been optimized for players who have a lot of vehicles.

[edit]

## TinyWarz Google Gadget

**by: Frizz on Wednesday the 15th of November 2006 at 07:36pm**

You can now view the latest combat-vehicle kills from your Google homepage. Simply add the TinyWarz Google Gadget (link below) and can keep an eye on the most recent victories and defeats from anywhere. The TinyWarz Google Gadget updates automatically, so you'll always know who's on-top.

The code changes needed for the TinyWarz Google Gadget have also been incorporated into the kill list on the TinyWarz main-page. The kill list on the TinyWarz main-page will now automatically update with the latest vehicle destructions.

Lastly ... each player is now limited to a maximum of 12 Public Construx trades. Also, Public Trades older than 21 days, which have not been accepted, will be automatically deleted.

[edit]

## Faction Levels!

**by: Frizz on Saturday the 11th of November 2006 at 03:46pm**

Faction Levels are Live! Faction leaders can now spend Faction Points to customize their outfits in the following areas - Combat, Construction, and Research. Each area provides 12 possible levels, which each level providing a variety of combat, defense, and construction advantages, as-well-as unique vehicles, mods and buildings that can only be obtained through faction levels. The constux for these items are automatically placed in a shared slot, making them buildable by all members of the faction. Construx obtained through Faction Levels cannot be given or traded.

The following changes have also been added: + Sha'Kahr and Faction-only vehicles, mods, and units now appear in the Library. Sha'Kahr and Faction items have been given icons so they can be properly identified. + Shared slots are now permanent and their cost has been increased. + All previously spent Faction Points have been refunded. + Newly created factions no longer receive a free Shared Construx Slot. Existing Shared Construx Slots have been removed. + Union Member ability changed to provide damage bonus to all building weapons + All Mods that affect Missile and Ballistic ammo changed to add a percentage of ammo instead of a constant amount + Hyper-bat Recharger now provides +4 Shield Regen + Calypso stats now +1 Range, +4 Damage, +1 Recharge + Shield Recharger Power Use decreased to 8 + Sha'Kahr Defense Matrix Power Use decreased to 30 + To-hit bonuses & penalties now quantified for mods, buildings, and units (see descriptions for more information) + (This is not a change, simply stated to clarify how crew survival works) Base crew survivability is 50%, 75% with Survivalist ability. This is decreased by 1% for every point of damage taken past 0 when the vehicle is destroyed. Mods & units that affect this now show what percentage they improve this score by.

[edit]

## Customized Hotkeys!

**by: Frizz on Thursday the 02nd of November 2006 at 09:14pm**

You can now set your hotkeys for the Attack, Target, Set Waypoint, All Attack, Info, and Command orders you issue to your vehicles, mekas and buildings. To do this, click on the Account Settings link. Each order will need to be set to a unique key.

[edit]

## Faction Levels - Construct Construx

**by: Frizz on Saturday the 28th of October 2006 at 11:06am**

Last of the Faction Levels, this update covers the buildings for the Construct levels (from Simple on the left to Advanced on the right). Find out more about Faction Levels here). Below are the unique construx for the Construct levels. Enjoy!

Also: Lone-Eyes now provide an increased chance of crew survival, not a guaranteed chance.

[edit]

## Faction Levels - Combat Construx

**by: Frizz on Friday the 27th of October 2006 at 10:35pm**

Another Faction Level update, this covers the vehicles for the Combat levels (from Simple on the left to Advanced on the right). Find out more about Faction Levels here). Below are the unique construx for the Combat levels. Enjoy!

[edit]

## Faction Levels - Research Construx

**by: Frizz on Monday the 23rd of October 2006 at 11:14pm**

Coding and art for Faction Levels is progressing (if you missed it, read about the proposed Faction Levels here). Below are the unique construx for the Research levels. Enjoy!

**Energy Sword**

Adds close range energy attack. (Level 4)

**Double Barrel Energy Turret**

Fires two energy attacks. (Level 8)

**Escape Pod**

Improved chance of crew survival. (Level 12)

[edit]

## Phishing Warning

**by: Frizz on Thursday the 19th of October 2006 at 09:37pm**

A quick warning: an email is being sent-out that contains links to a supposed "bot" program that automates parts of TinyWarz. This file is a virus, do not download it. If you choose to ignore this warning you do so at your own peril.

[edit]

## More RewardGamer Updates

**by: Frizz on Tuesday the 17th of October 2006 at 06:49pm**

There are several new rewards available - SurveyMonster & easyflirt (Freebies), Adaptive Marketing (Free Trial), Vonage (Mega Reward) and Nero (Variable Reward) ... check 'em out. Also, coding and art-work is continuing for faction ranks, keep an eye-out for this update!

[edit]

## RewardGamer Updates

**by: Frizz on Tuesday the 03rd of October 2006 at 04:52pm**

Threre are three new Rewards for TinyBucks on RewardGamer (Headquarters -> TinyBucks). Two Freebies (Monster Learning and Lightspeed) and an awesome variable Reward from Newegg.com ... check 'em out!

[edit]

## Referred Players

**by: Frizz on Tuesday the 03rd of October 2006 at 10:22am**

You will now see a list of players you have referred to TinyWarz (from your refer link) in Account Settings. You can also create your referral link from the Account Settings page.

[edit]

## Planet Changes

**by: Frizz on Saturday the 23rd of September 2006 at 03:22pm**

The following planet changes have been made:

* Planet are now "recycled" ... when they reach horizon, they are now brought back (instantly) and are ready to be deployed on again. This was done for several reasons: (1) No gaps where one planet reaches horizon and the next planet is not ready. (2) Halved the number of planets in-play, which reduces server load. (3) Allowed for the creation of an additional Training Planet.
* There are now 4 capturable Relics on the Relic Planet.
* The number of turns the Relic planet orbits for has been increased from 90 to 100.

Note: You may need to clear your cache to properly see the planets again on the Deploy screen.

[edit]

## Faction Ranks

**by: Frizz on Saturday the 16th of September 2006 at 03:46pm**

Here is a preview of the proposed Faction Ranks system. This system will allow factions to spend their hard-earned Faction Points on Rank Points which they can use to level-up their factions in one of three areas - Research, Combat, and Construction. Please add any comments or feedback to the forum post.