This page is a “fake-but-useful” dev-facing changelog you can drop into your project as a living history.
It summarizes the recent feature work we’ve been doing: War Council, battle reports, UI fixes, and world expansion.
Project
Magefall (browser strategy / turn-based land conquest)
Theme
Dark medieval arc-mage vibe • land is the scoreboard
Current focus
Combat readability, war logging, world expansion, and stability-first iteration
Leaderboard Accuracy + Momentum
Feb 12, 2026Magefall • Home Page + Retention
Highlights
Homepage high scores fixed: land is now counted from land_parcels (source of truth) and power uses the same computed model as the in-game dashboard.
API leaderboard fixed: /api/leaderboard.php matches the same land/power logic so your dashboard table and home page never disagree.
Land sync: player land_owned is auto-synchronized from parcels on state refresh, preventing drift bugs.
Momentum: first login of the day grants a small (capped) bundle of turns/gold/mana and a random Council boon that appears under Active Effects.
How To Play updated: new Momentum + Council sections and clarified that Land is the primary scoreboard.
Mobile-Friendly UI + Admin Balance Controls
Feb 10, 2026Magefall • UX + Balance
Highlights
Mobile responsive: navigation and panels now reflow cleanly on phones; tables scroll instead of breaking layout.
Spell cooldowns: spells support an optional CD (turns) that only applies after casting. Fire Siege now has CD 10.
Scalable land stolen: land stolen on victory is controlled by war_land_steal_max in the Admin panel.
Economy knobs: tax income and key building costs/effects are now admin-tunable.
Combat Tuning + Realm Vibe + Battle Fatigue
Feb 10, 2026Magefall • Combat
Highlights
Combat knobs: max rounds, morale break, defense weighting, rank penalty and randomness are all adjustable in Admin.
Realm Vibe card: dashboard now shows a quick realm snapshot (activity, tension, land claim rate).
Battle fatigue (UPDATED): now supports a burst window via war_fatigue_attack_threshold (default 3 attacks) and a rest duration via war_fatigue_turns (default 3 turns). Set threshold 0 to apply fatigue after every attack.
Attacker-only bonus land: victory bonus land from the unclaimed pool is now awarded only when the attacker wins (defenders no longer gain free land for a successful defense).
War Rewards & Report Quality (Bonus Land + Captured Buildings)
Feb 09, 2026Magefall • Live Patch
Highlights
Victory Bonus Land: increased to +10 when unclaimed realm land exists (does not come from the defender).
Captured Buildings: when land is stolen, any buildings on those parcels are now reported as spoils.
Report Header Clarity: battle report summary now calls out bonus land earned (separately from stolen land).
Clickable Usernames: attacker/defender names in war reports link to the War page with target pre-filled (retaliation-friendly).