Accurate Troop Speeds
Corrected the movement speeds for Egyptian, Hun, and Spartan troops, so travel times and raid timing are now spot-on for those tribes. Several units, including scouts, were off before.
Changelog
Every feature, fix, and improvement — shipped fast, documented here.
Corrected the movement speeds for Egyptian, Hun, and Spartan troops, so travel times and raid timing are now spot-on for those tribes. Several units, including scouts, were off before.
Each village can now set minimum and maximum levels for its resources. When a resource drops below the minimum, the agent ships in from another village to top it back up toward the maximum. This works alongside supply routes - routes push surplus out of a village, while fill levels pull resources in to keep it stocked.
Editing your agent's schedule now takes effect right away. Clearing slots while a job is running lets the current task finish, then the agent stops cleanly instead of carrying on past its hours. Emptying every slot also blocks the agent immediately - it no longer falls back to running 24/7.
The agent now correctly recognises buildings queued in the master builder slot, so it no longer keeps retrying upgrades that are already lined up. This fixes a case where chained upgrades on the same building would cause the agent to fail and drop plan entries.
The Schedules page now frames each agent as a real person (using their proxy country), shows a combined coverage strip across all agents, and surfaces tips when a schedule looks unrealistic - like long blocks without a break or two agents overlapping. Picking the right hours is a lot easier now.
The Gold page now keeps a running ledger of every gold the agent spends - finish-now upgrades, NPC trades, gold-to-silver conversions, and hero smelting. Pick a window (24h, 7 days, 30 days, or all-time), filter by source or village, and see at a glance which feature is eating your gold.
The "Complete immediately time" threshold used to compare against just the next slot to free, so a queue full of long builds wouldn't gold-finish if the first one happened to be close to done. It now compares against when the last item in the queue finishes, which is what "how long will I be waiting on this queue" actually means - so once your full queue stretches past the threshold, the agent spends gold to free a slot, regardless of which item is closest to completion.
The Marketplace page now shows every shipment across your villages in one place. A live timeline lists what's arriving and when, a per-village board flags villages running negative crop and how much help is on the way, and a route map points out gaps - like a starving village with no incoming crop route configured.
If one village was waiting a long time for resources to upgrade something expensive, building in your other villages could quietly stall too. Now each village is checked on its own, so the others keep building even while one sits parked.
Each village's build queue now shows a status line explaining the agent's next move and what it's waiting on - "Agent will queue Cropland (9) once 8800 wood is available", "Queue full - agent will queue Smithy (16) after current build finishes in ~12m", or simply "Plan complete". It updates live as your queue advances, resources arrive, or another village picks up its turn.
Training queues are now judged one building at a time, so a long Barracks queue no longer blocks the Stable, Workshop, or Great Barracks from training when their own queues are short. There is also a new urgency option, "When below target queue, or warehouse is filling up", that tops priorities up to their max queue once your warehouse passes a threshold (default 90%), so spare resources get burned into troops instead of overflowing.
While waiting on resources for a new settler, Vangrd no longer burns NPC trades it can't actually use. It now skips the exchange when your warehouses are barely full or when your total resources still fall short of one settler's cost, so your daily NPC budget goes toward trades that actually move you forward.
The Server/Local clock toggle now properly drives the attack planner: switching modes reinterprets both the displayed times and the time you type into the send/land picker in the chosen zone, so 14:00 in server mode means 14:00 on the game server. The picker itself was also upgraded to a calendar-and-segments control with arrow-key adjustments, instead of the browser's native datetime input.
The Agent Health bar was showing perfectly fine agents as mostly unstable because the test it ran kept failing on its own. It now uses a more reliable check, so the bar actually shows whether your agent is working.
On Reign of Fire servers each village can be a different tribe, and Vangrd now respects that everywhere. Oasis clearing, farm list optimization and tuning, scout probes, raid lists and the new-list dialog all show troops for the village actually doing the work, not the account's first tribe. The account-wide oasis clearing picker shows troops from every tribe on your account so you can configure mixed setups in one place.
The attack planner now labels what fires - your queued waves plus the troops in the form, capped at 8 waves total (the rally point limit). The table has a new Sends column next to Lands so you can see when each attack actually leaves, and timestamps stay readable on narrow screens. An attack that fires more than 5 seconds late is now flagged as failed with the drift shown, and the schedule timezone picker covers more regions, including São Paulo and several Europe/Asia/Australia entries.
Vangrd can now create a brand-new Travian account for you from scratch. When adding an agent, you can bring your own account, register with your email, or let Vangrd order a fresh inbox - it picks a regional email provider, handles verification, and then sends and accepts the dual invite on your access automatically. Captchas during registration are solved reliably, and each new account gets its own randomised browser profile so it looks distinct.
Targets that Travian auto-deactivates on your farm lists (deletes, bans, prolonged inactivity) are now cleaned up automatically on the next raid pass. Natar takeovers are reactivated so they stay in rotation, and the rest are removed - so your raid lists stop dragging dead slots and stay focused on real targets without you having to prune them by hand.
A round of small fixes: oasis scans show live progress and use a more reliable map view, behavior preset tooltips spell out the values they apply, tribe pickers only offer tribes playable on the current gameworld, and tracked players auto-pause when their profile is deleted. Background work like oasis scans and manual lookups now finishes properly instead of getting cut short, and one broken farm list no longer takes down the rest of the batch.
Auto-optimize is now a per-list setting layered on top of the account-wide default, and a new Auto-tune option periodically rebalances troops on each slot using raid history. Each list can be set to Default / On / Off, so curated raids, scouting lists, and hand-tuned anvils stay safe from automatic changes. The Farm Optimizer dialog is reorganised into two sections - one for what runs automatically, one for applying changes by hand.