You do not leave immediately but after canceling of membership you'll remain in the alliance for another 24h (on speed servers accordingly less), without any rights given within the alliance and without the possibility to be given any rights.
You cannot dissolve an alliance immediately. If you do so, it will remain for 24h (on speed servers accordingly less).
After leaving an alliance, you cannot enter or found a new one for another 24h (on speed servers accordingly less).
There won't be a mission to "Block port" for a specific time anymore – you can occupy it now until you cancel the occupation or until it is freed.
Before, when you occupied a town you "owned" the belonging port, too. Now you do have to occupy both. This means that even when you occupy a town you cannot leave the island while there are hostile ships (like those of the owner) in town.
There will be only one controller of port left so no more situations where two or more players will block the same port simultaneously. As with occupied towns alliance members can station in an occupied port but foreign ships will have to fight to station there. Should two non-allied players want to occupy the same port they will first fight together against the owner and if they were successful an automatic second fight will take place between them. (Accordingly more automatic fights should the situation require them.) The same is valid for all cities.
As long as you occupy only the port (and not the city), you are hostile to the city so there won't be a possibility to get goods through the occupation of the port. When you occupy both (port and city) your ships will station in port and friendly transportation of goods are allowed to pass the occupied port.
Even without a Palace and without research of Governor you can occupy one port (not a city). For everything else, you'll need those and can occupy only the number according to level of palace.
Pillage missions starting from cities that don't belong to the raider will recalculate the number of needed Cargo Ships as soon as those arrive at that basis. This means that, if you start a pillage mission from an allied town, an occupied town, or a town where you have some kind of garrison right, only the transport ships needed after arriving at that said town will transport these goods to the home town.
Whenever you fight at your own town you can partly withdraw your units. They will stay in the fight until the next round starts but then you'll be able to refresh them and return them into the fight or send them somewhere else.
Whenever you fight at a town that is not your own, you can only withdraw complete waves. They will take 1h + travel time to arrive at their last destination.
Whenever fighting waves scatter, they will return to the home town, and not to the town where you stationed them before.
You will only pay for goods you really load. If your loading at another player's Trading post is interrupted, you will only pay the goods your ships take with them. If you sail to buy goods, you take the gold needed for the whole transfer with you, but you pay at the end, when it is clear how much you have bought. So, until the transaction is finished, it might seem to the seller of goods that he has sold his goods and didn't get the money.
Buying and selling of goods now always happens with ships, even on the same island. So, blocked ports do matter while trading.
Pure transportation of goods on the same island is done with your ships on little backwater waterways, avoiding ports.
If someone occupies a city or a port on one of your islands the message will name your city which is on that island. If you have more than one city on that island, the one with the highest level will be shown.
Espionage report of "Spy out garrison" redone: New display and all troops sorted correctly.
Now the correct number of Cargo Ships is available after raids starting in bases.
Rework of Join/Leave Alliance: Leaving an alliance is no longer instant. 24 hours after you clicked Leave Alliance you'll truly leave, but during the 24 hours you will remain in the alliance without any rights. The automatic garrison rights with towns of your alliance members will only stop after the 24 hour cooldown, so you may return your units safely.
Existing occupation of port/city is now correctly changed to stationing in that town when town owner enters alliance of occupier.
Garrison rights are given for city and port (you cannot attack port anymore if you do have garrison right in that city).
Rework of rebellion: New graphics for the fight in city, fight against oneself fixed.
Blockading and pillaging of a town during loading of goods fixed.
Updates 1 + 2
Fleet IP Check - If you sent units, ships or resources to other towns, using the same IP address as you, then you will get the following message:
"Your units have turned around, because the player that you sent them to is playing with the same IP address as you. Don't forget that you are breaching the rules." (Source).
This is to cut down player bans from accidental fleet contact.
Combat Report - At the end of a battle (at the bottom of the screen) you have a window that you can click it to copy all text to past elsewhere.
This version is a complete reworked priority system for armies and fleets in Ikariam. This is to avoid allied troops shooting at each other or even own troops shooting at each other in some weird situations etc.
The so called "Fleet checks" checks (as the name states) for each action in the game leading to or involving a combat, that every participant joins on the "correct" side from a logical aspect and that there is always a logical result involved (i.e. no "Beaming" home of troops etc).
This fleet check system is going to be implemented in one of the next versions, we cannot really be more precise, since the testing is going to be rather time consuming. This is where we need the help of the players. It is very probable, that other versions will go online before the fleet checks get implemented into live gaming. The game is so complex that about 1000 test cases have been defined, the amount of test cases will still grow.
How can you help us? We will publish a bunch of PDF files (I'll add them in the next days, we still need to get them translated), where there is a given situation and the result you should get out of this mission. Players should try to create the given situation on the test server if result in the game and result in the pdf file matches. If not, they should report the problem into the Ikariam.org board bug section, indicating which case they were testing (they are numbered).
Test server updated with Version 0.4.x - testers needed!
This version has a completely reworked priority system for armies and fleets to avoid allied troops shooting at each other, or even own troops shooting at each other in some weird situations.
The so called "Fleet checks" check (as the name states) for each action in the game leading to or involving a combat; that every participant joins on the "correct" side from a logical aspect and that there is always a logical result involved.
Because this is going to require extensive testing, it has been placed on the test server, and dedicated players who are willing to run test scenarios are needed :)
There are instructions and pdf files available here: Version 0.4x pdf files There is a given situation and the result you should get out of this mission. Players should try to create the given situation on the test server and see if the result in the game and the pdf file matches. If not, they should report the problem into the Ikariam.org board bug section, indicating which case they were testing (they are numbered within each pdf).
-- calonkat - Admin (us.ikariam.com)
Changelog Version 0.4.3 / 0.4.x (Fleet checks)
we just updated the test server with our latest revision of Version 0.4.x which is now becoming version 0.4.3. You will find a complete changelog at the end of this post.
We have been testing everything around these fleet checks since Christmas, but we are sure we didn't find everything. We would therefore like to invite you to test this version extensively on our test server http://test.ikariam.org
Please remember that the "rules" set for the fleet checks in these pdf documents ( Version 0.4.x pdf files ) still are valid. Considering the huge amount of test cases, we need the help of the community here.
If you have any comments about the version, use the following thread : Official Version 0.4.3 discussion thread
There are no version 7.11.# patches at the current time! Please verify your patch number(s)
Version 8 Updates
There are no version 8.#.# patches at the current time! Please verify your patch number(s)
The BIG numbers are the 1stpatch numbers that were released for that particular series. The numbers in bold are considered to be major updates and should have patch-notes. The numbers in italics are considered to be minor updates and may not always have patch-notes.