π Changelog
What changed in UrbanPact, newest first.
July 22, 2026
- πΉ Expedition and auto-hunt pelt estimates now reflect the real range you can actually get. Both the Hunting Expedition picker and the Districts panel's Auto-Hunt line were quoting a pelt range about three times narrower than what a full hunting party can genuinely bring home β so a normal, if unlucky, low haul looked like something had gone wrong. It hadn't: your average haul was always correct, only the displayed range around it was too tight, since a hunting party's real spread comes from the mix of animals it happens to bag (a hare and a red deer are worth very different pelts). The estimates now show the true spread, and the Districts panel's Auto-Hunt line finally shows an expected haul at all, where before it showed none. Your actual pelts haven't changed β only the number the game told you to expect. (Thanks to Karen!)
- π° Your Bingo card now lines up in a clean grid on every device. On some phones, the marked squares used to knock the columns out of alignment, so the numbers didn't line up under their letters anymore. Marked squares now show as
##and the free center as*β plain characters every device draws the same width, so the grid stays a grid. (Thanks to β!)*
July 21, 2026
- π Your hour report no longer says a luxury couldn't be imported in the same breath as reporting it arrived. The new "couldn't import" line in the Residential Districts section counts everything the caravan was turned away on over the past week, while the "Luxury caravan arrived" line right above it reports this hour β so a city that finally got its Jade this hour could see both at once and reasonably conclude the game was contradicting itself. It wasn't: those are different units, either an earlier day's blocked run or the part of this hour's order the importer couldn't cover. The report now says so plainly. A luxury that did land this hour is no longer listed as one you couldn't import; it gets its own line that names the week's shortfall and confirms this hour's shipment made it. Nothing about importing, duty, or Tycoon credits changed β only what the report tells you. (Thanks to CrimTest1!)
- π Tycoon specializations now steer toward real demand instead of just an empty niche. The specialization picker used to rank luxuries by how many other Tycoons already covered them β pick the gap, it said, and the business will come. But scarcity of Tycoons isn't the same as scarcity of the goods: a couple of luxuries turned out to be the least-covered and the most oversupplied in the realm, so specialists were being pointed at goods nobody actually needed imported, while a handful of luxuries with real demand sat with zero Letters of Credit behind them anywhere. The picker now shows, for every luxury, how many units the realm is actually short of right now, whether any credits are sitting behind it, and how much demand has gone unfilled recently β sorted by what's genuinely wanted, not by how few Tycoons happen to cover it. On top of that, an import that can't be filled β because no specialist holds a credit for it β is now recorded rather than vanishing silently: Tycoons whose specialties went unfilled are told so in their hourly report, and a city whose district is stuck waiting on a luxury nobody could import is finally told that too, with a nudge that trading for it is the way through. The low-credit warning also now reaches you in your hourly report, not just when you happen to open the Tycoon panel β a quick fix, since several Tycoons had drifted to zero credits without ever seeing it.
- πΌ Grand multi-luxury landmarks now charge and pay correctly for Tycoon imports. A handful of your realm's biggest landmarks β the Imperial Gallery, Grand Cathedral, Hanging Gardens, The Colosseum, Marble Bathhouse, Grand Theatre, and Royal Menagerie β each need two or three different luxury goods per visit, not just one. When one of those buildings ran short, the visit was only ever importing enough Letters of Credit to cover a single luxury while still paying that one Tycoon as if they'd covered the whole shortfall β overpaying them by up to three times, while the building's other missing luxuries went unsupplied by anyone. Now every short luxury is covered on its own: the host city supplies whatever luxuries it already has in stock, Tycoons import only what's actually missing, and each importing Tycoon is paid correctly for exactly what they brought. A city that's only missing one of several luxuries now keeps a bigger share of the visitor's ticket too, since its citizens are only giving up what genuinely had to be imported. And if you specialize in a luxury that only ever shows up in these grand multi-good landmarks, you can now actually get routed work fulfilling it.
- β¨ The prestige wage bonus can now reach +75% β the ceiling has been raised again. Prestige lifts wages for every citizen in your city, +1% for every 50 prestige. That bonus stopped counting at +50%, and the realm's great destinations had grown right into it: three cities were sitting at or just under the ceiling, and two of them were already earning more prestige than the bonus could pay out. Every monument they raised and every district zone they filled was landing on a number that had stopped moving. The cap is now +75%, reached at 3,750 prestige. Nobody loses anything β this only adds room above, and like every reward ceiling in UrbanPact it will only ever go up, never down. If your city was clipped, your wages went up this hour; if it wasn't, keep hosting visitors and building districts, because the climb is worth more than it was yesterday.
- π The Visit panel now tells you what each landmark spends per visit β before you go, not after it's shut. The website and your own City view have always listed the luxury goods a landmark burns servicing a visitor β the Colosseum takes a Gunpowder, a Marble and a Silk every time β but the one screen you actually plan trips from,
/visit, only ever named those goods once the host city had run out of them. Every building in the panel now carries a Consumes line showing exactly what a visit costs the host, stocked or not. If the city is short of something, the line beneath still names it so you know what to trade there. (Thanks to JΓΆrg!) - π The Connoisseur medal keeps climbing β two new rungs above Diamond. Connoisseur tracks how many different types of premium landmark you've visited, and its top rung was set back when there were only 11 landmarks in the whole game. Ten Town Hall 4 monuments have been built since, so Diamond had quietly come to mean "about half the collection" β and most of the realm's travelers were sitting on it with nothing left to chase. It now goes further: Obsidian at 21 β every single landmark type in the realm today β and Mythic beyond that, waiting for whenever new landmarks are built. Already at Diamond? You keep it, this only adds rungs above. Anyone who had already collected all 21 has been awarded Obsidian and its reputation straight away. (Thanks to JΓΆrg!)
- π§Ύ Your Residents now pay taxes β Residential Districts contribute to your city treasury every hour. Districts used to give a city prestige and nothing else, which meant the cities that had built most deeply into them were often the ones feeling the treasury pinch hardest. From now on, every family living in one of your districts pays into the city treasury each hour. Two things decide how much: the tier they live in β a Grand Villas family contributes seven and a half times what a Cottage Row family does, so building up the ladder pays as well as building out β and how happy they are, because a neighborhood sitting at half happiness pays only half its taxes. Keeping your districts supplied is now worth real treasury on top of the prestige it already earned. Your hourly report breaks the take down by district type, so you can see at a glance which neighborhoods are carrying the city. (Thanks to JΓΆrg!)
- πΈ A reminder that goes with it: your own home pays the city too, and it pays a lot more than it used to. The Estate track was steepened a couple of days ago β a maxed Estate now contributes more to its city's treasury every hour than a Level-4 Town Hall does. Between your Estate and your Residents, a city's treasury now grows by who lives there, not just by what it sells.
July 20, 2026
- π¦ Sitting on a mountain of Prize Crates? You can now open exactly as many as you like. The crates panel only offered "Open one" or "Open all" β no middle ground, which matters once you've stockpiled a couple hundred crates and don't want to crack them all at once. When you have 25 or more unopened crates, a new "π’ Open an amountβ¦" button appears: tap it, type a number, and exactly that many pop open in one satisfying reveal. (Thanks to β!)
- π° Your Bingo card's free space now looks filled in, so a winning line looks like a winning line. The middle square of every card is free β it counts toward every row, column, and diagonal β but it was drawn as a faint hollow box that read as unmarked. So a win straight through the middle showed four solid squares and one empty-looking one, and the card looked like it hadn't won even though the β Line marker said it had. The free space is now clearly filled, and the panel says so in words right under the grid. Nothing about how cards win changed β those wins were always real. (Thanks to β!)
- π¬ The AI advisor keeps its measuring stick to itself. Right after learning to judge your stockpiles against your city's own scale, the advisor started showing its work β telling you a resource was "below its 150k yardstick bar." That's its internal ruler, not useful advice. It still measures the same way, it just talks like a person now.
- π‘ The AI advisor no longer calls a stockpile "massive" just because the number is big. Even after learning what "a lot" means for your city, the advisor could still eyeball a six-digit pile and describe it as a massive surplus when it actually falls short of what your city's biggest build would need. It's now told your city's actual bar for every raw material and instructed to judge plenty only against that β so "surplus" means surplus at YOUR scale. (Thanks to Karen!)
- βοΈ You can now change an amount in a trade offer without starting over. While building a trade or one-time offer, resources you've already added used to disappear from the picker β so fixing a typo'd amount meant discarding the whole draft. Added resources now stay in the list with a β ; tap one again, enter a new number, and it replaces the old amount. Works on both what you send and what you request. (Thanks to β!)
- π¦ The Masterworks panel now always shows your Tier-2 stock β even while something is building. The "On hand" line at the bottom of the Craftworks/Masterworks panel used to vanish whenever your city had a build or district under construction, which is exactly when you most need those numbers to decide which recipes to toggle. It now shows alongside the build-needs lines, so you're never retooling blind. (Thanks to β!)
- π‘ The AI advisor now understands what "a lot" means for YOUR city. Whether a stockpile counts as plenty used to be judged against one fixed yardstick, sized for young towns β so in an Industrial-era city that burns thousands of a resource an hour, every pile looked huge and the advice lost its edge (and in the other direction, it could call a handful of timber "plenty to craft with"). The advisor now measures your stockpiles against the biggest build your city could actually take on at its Town Hall level β a monument-building city is only told to stop gathering stone once it could really fund one, and it won't suggest firing up the Workbench over a pile that wouldn't last five minutes. Both the hourly tip and the AI Tips in /help use the new yardstick.
- π Your visitor-tickets earnings in the hour report now show a π°, so it's clearly money coming in. On the wages line of your hourly report, the π visitor-tickets segment sat next to just a ticket icon β the same π used elsewhere for the tickets you pay to visit β so it wasn't obvious this was gold arriving, not a cost. It now reads π π° before the amount, matching the money icons on the rest of the line. (Thanks to Karen!)
- π District buttons in your City view no longer run off the edge. On the π Districts overview, the tier buttons (Cottage Rows, Merchant Quarters, Grand Villas) used to sit two-to-a-row, which squeezed the longer labels until they were cut off on a phone. Each tier now gets its own full-width row, so the whole label β and its count β always fits. (Thanks to Buzzaroo!)
- π Cheer your city-mates on their Bingo wins. When someone in your city hits a Prize Chest or Vault at Bingo, the celebration message now has π / β€οΈ / π buttons β tap one to cheer them on, and they'll get a little note that you were happy for them. It's purely social: no prizes, nothing to farm, just the good vibes. (Thanks to Vik!)
- π Landmark tiers are now numbered I, II, III instead of A, B, C. The Premium Landmarks in the Build panel used to run Tier A β B β C from weakest to strongest, which read backwards to anyone used to A meaning "top." They're now labeled Tier I, II, and III β so the bigger the numeral, the bigger the reward, everywhere landmarks appear (build menu, city view, the World Map, and the AI advisor). Nothing about their rewards changed. (Thanks to JΓΆrg!)
July 19, 2026
- π Your Estate panel now shows your rung on the ladder too. Your
/profilealready showed where your home sits on the Estate ladder (like "House (6/8)"); now the/estatepanel itself β and the/houseview β show the same, right next to your home's name. One less place where you had to know the ladder by heart. (Thanks to JΓΆrg!) - β¨ Polish sweep: nicknames and progress numbers. If you've set a nickname, it now shows everywhere it should β the invite page a friend opens from your referral link, the welcome message your recruits see, and the arrival announcement when you move to a new city (which also no longer falls back to your @username). Progress numbers got stricter too: a build project or tool now only ever shows 100% when it's actually done, never a rounded-up 99.6%. And on truly hectic hours, very long visitor and expedition lists in the hour report roll their tail into a tidy "β¦and N more" line.
- π Long hour reports now fold their bulkiest sections. The visitor list, the mayor's hunting ledger, the Residential Districts section, and the trade route ledger each arrive collapsed to a single headline β tap one to expand the full detail right inside the message. Your action, wages, production, exports, and advice all stay fully visible, so the report reads at a glance without losing any depth. (Thanks to Karen!)
- π Your home now pays your city much more β up to 7Γ more at the top. The Estate track is the game's ultimate personal goal, and its hourly treasury contribution to your city now reflects that: the ladder rises from +5πΈ/hr for a Tent up to +150πΈ/hr for a maxed Estate β which outearns a Level-4 Town Hall all by itself. If your city's treasury feels slow, this is the lever: recruit neighbors, and climb the ladder. Every existing home was upgraded automatically β no action needed.
- π‘ The AI advisor now tells you what a landmark visit costs. Visiting another city's premium building charges an admission ticket from your personal gold (160/320/480π° by tier), but the hourly tip and the AI Tips review suggested visits as if they were free rep β and could even suggest a visit you couldn't afford, which would have wasted a queue slot when you got turned away at the door. Advice now shows the ticket price next to the rep and only ever suggests visits you can currently pay for.
- π As a Tycoon, your hour report now names which city you supplied. The "Supplied [landmark]" line in your tick report used to just name the building β but the same landmark exists in many cities, so it was ambiguous which one your import went to. It now reads "Supplied [landmark] in [city]".
- π€« Secret medals now get their own tab, so you can share your medals without spoiling them. Earned secret medals used to be listed right on the main Medals overview β meaning a forwarded screenshot could give away exactly which ones you'd found. The overview now just shows a "+N secret" count; tap the new π€« Secret button to see them.
- π Your profile now shows exactly where you stand on the Estate ladder. It used to just name your home tier (like "House") β now it also shows your position on the ladder, e.g. "House (6/8)", both in your
/profileand in the showcase card posted in the community group.
July 18, 2026
- π The Wildlife Passport no longer spoils how many secret animals there are. The "Secret discoveries" line on your Passport overview showed a total β like "(1/3)" β which quietly told everyone exactly how many rare secret species are out there to find, even though the whole point is that they're a surprise. It now just shows how many you've personally discovered ("Secret discoveries: 1 found"), with no hint at the total. (Thanks to JΓΆrg!)
July 17, 2026
- π Setting a high district reserve floor is much easier now. The reserve floor (π Districts β π Reserve floor) only had Β± step buttons, so reaching a big floor like
99,000,000meant thousands of taps of +10k. There's now an βοΈ Type an amount button β type the floor you want, loosely, so99,000,000or shorthand like99mand2.5mall work. The same fix already landed on the Export Market; this brings it to Districts. (Thanks to JΓΆrg!) - πΊ The World Map's "visited" landmarks now carry a β badge, not just a green outline. Previously the only way to tell you'd visited a landmark was its green border β which doesn't help if you can't easily pick out green. Each visited tile now also shows a small checkmark in the corner.
- π The Export Market's on/off buttons no longer rely on red vs green. A resource that's exporting shows a β , one that's paused shows a π« (and "Enable all" / "Disable all" match). Same idea as the old colored dots, but now the state reads by shape β easier if you're colorblind.
- π¦ The Wildlife Passport got a cleaner, tabbed layout. It used to cram every animal from every hunting ground into one long, hard-to-read line β and never showed how many of each you'd actually caught, even though the game was tracking it the whole time. Now it opens on an overview tab with your overall progress, plus one tab per hunting ground showing a simple table: which animals you've caught, how many times, and your best weight for each β split into Quick Hunt and Big Game. (Thanks to β!)
- π‘ Fixed: the live Activity Feed no longer shows the same event twice. If you were watching the feed and switched back to the tab right as it refreshed, a brand-new entry could occasionally slide in twice β it only ever happened once for real, it was just drawn twice on the page. The feed now waits for one update to finish before starting the next, so each event shows up exactly once. (Thanks to β!)
- π The Export Market is much easier to read on a phone. With every resource crammed into one screen, the buttons were getting cut off β you couldn't tell which resource a row was for, or what its reserve was. Now it's split into Tier 1 / Tier 2 tabs, and each button leads with the resource name and a status dot (π’ exporting, π΄ paused) so it stays readable even when squeezed. The reserve shows right on the button, "Enable all" / "Disable all" / "Keep-all" now apply to whichever tab you're on, and a resource you've set to keep everything reads as π All. (Thanks to Mark!)
- β¨ New: see who's been visiting your city's landmarks. Your hourly report already mentions visitors, but now there's a log you can look back at any time: send
/visitorsin the bot for a running list ("π€ someone visited The Vellum Archive β 3h ago"), or check the new Recent Visitors section on your city's web page. (Thanks to β and Jensen!) - β New: an FAQ for the questions players ask most. There's now a Frequently Asked Questions page on the website (under How to Play) covering things like when you get paid, the difference between your Gold and the city Treasury, how visits and tiers work, and where to find recent changes. You can also pull answers right into the bot: send
/faqfor the list, or/faq wages(any keyword) to get an answer in chat. (Thanks to JΓΆrg and β!) - π‘ The website Activity Feed now updates itself live. Leave the feed page open and new activity β foundings, projects, promotions, trades β slides in at the top automatically, no refresh needed. A little "Live" dot shows it's watching, and the timestamps tick up on their own. It quietly pauses while the tab is in the background, so it's light on your browser. (Thanks to β!)
- π New:
/changelogshows recent updates right in the chat. If you'd rather skim a quick, plain-text list of what's new than open the website,/changelognow DMs you the last week of changes as a compact text block. Want a wider window? Add a number β/changelog 30for the last month. It's the same update history as the website, just trimmed down and easy on the eyes. (Thanks to β!) - π Setting a high export reserve is much easier now. Keeping a big pile of a resource on hand used to mean hand-typing a huge number like
99000000exactly right. Two fixes: every resource on the Export Market now has a π Max button that keeps everything (surplus never sells) in one tap, and when you do type a reserve you can now write it loosely β99,000,000,99 000 000, or shorthand like99mand2.5mall work. (Thanks to JΓΆrg and Karen!) - π’ Typing
/tradesnow opens the trade panel./tradelives in the City panel and your hourly report rather than the slash menu, so it doesn't autocomplete β and the natural plural,/trades, used to just hang there doing nothing. It's now an alias for/trade, so either one works. (Thanks to β!)
July 16, 2026
- π¦ The Naturalist hunting medal now rewards a complete collection of what you can actually catch. Catching every species huntable today (all 34 across the open grounds) now earns Platinum Naturalist β previously the next tier sat just out of reach because it counted species from a hunting ground that isn't open yet, leaving dedicated hunters stuck at "97%" with nothing more to catch. Five hunters who'd already filled their Passport have been bumped up to Platinum (with the reputation and a Prize Crate that come with it). The top "Grandmaster" tier still waits far out on the horizon, for grounds yet to open. (Thanks to β!)
- π Fixed: a big city's hourly report no longer goes missing when lots of districts are short. Every district that dipped in happiness got its own line, and they all say the same thing when the same goods run low β so a city with a couple of dozen zones filled the report with near-identical lines until the whole message got too big to deliver. It didn't arrive shortened: it didn't arrive at all, taking that hour's gold, wages and production with it. Zones that are short on the same goods are now summed up together on one line ("Cloverfield Close, Slate Hollow Row, Millbrook Terrace +9 more: Timber, Stone, Clay were tight this hour"), worst dip first, with any remaining zones folded into a short tail. Your report stays readable no matter how many districts you run. As a safety net, an over-long report is now trimmed with a note rather than silently vanishing. (Thanks to JΓΆrg!)
- π¨ Fixed: the Crafting panel now shows what a craft really costs you. Each recipe's material line was quoting the amount for a single item β but every workbench craft makes a batch of 2, and pulls 2Γ the materials to do it. So a recipe that read "2Γπͺ΅" was actually taking 4 Timber out of the city stockpile, and every line on the panel was quietly half the real number. The costs shown are now the full amount a craft will actually charge you. The β /β οΈ marker was reading from that same halved number too, which meant a recipe could show as craftable, offer you the button, and then turn you away with "Not enough Timber" β that's fixed as well, so a β now means it really will go through. (Thanks to Karen!)
July 15, 2026
- π Fixed: the queue readout in your tick report now names landmarks the same way the Visit panel does. If you had "Show queue in reports" on, a queued trip showed the landmark's plain type name (like "Spice Harbour") instead of the specific establishment's name (like "JΓΆrg's Tidemark Spice Harbour") you saw when you booked it in /visit or /queue β so the same trip looked like a different place, and read the same wrong way every hour until it fired. The report now shows each queued visit under the exact name the Visit and /queue panels use. (Thanks to β!)
- π¦ Fixed: Open All on a big pile of Prize Crates no longer looks frozen. With hundreds of crates saved up, tapping Open all could leave the button spinning with no sign anything was happening β the game was working through them, but silently, and only replied once the whole batch was done. Now the tap answers instantly with an "Opening N cratesβ¦" notice, and opening the pile is much faster besides, so a full stash pops open in one go with your total gold and Bingo Balls shown at the end. (Thanks to β!)
- π Fixed: when a queued visit can't go through, your tick report now says why in plain words. If a visit at the head of your queue couldn't fire β you couldn't afford the ticket, the building was on its 24-hour cooldown, or it was no longer there β the hourly report used to print a bare "Visit failed: cant_afford" style code. Now it reads "π Visit didn't go through β you couldn't afford the ticket" (or the matching reason), the same plain-language wording the compact report already used. (Thanks to β!)
- π The Visit panel's queued-trips list is now numbered, like your queue. The summary of your scheduled visits used bullet points while your /queue lists everything with numbers β a small but jarring mismatch between two views of the same queue. The Visit panel now numbers each queued trip in the order it'll fire, matching /queue. (Thanks to β!)
- π New: set a reserve for a whole tier at once. The Export Market now has Keep-all: Tier 1 and Keep-all: Tier 2 buttons β pick one number and it applies to every resource in that tier, so you don't have to set them one by one. Handy for a first-time setup across a full stockpile. (Thanks to β!)
- π§Ή Fixed: setting export reserves no longer floods your chat. Every time you set a "keep" amount, the Export Market used to post a whole fresh copy of the panel β so tidying reserves across your resources left a tall stack of duplicate panels. Now the panel updates in place: the "type a number" prompt clears itself and the one panel just refreshes with your new reserve. Set as many as you like without the pile-up. (Thanks to β!)
- π¦ Fixed: export reserves can now go as high as your stockpile does. Setting a "keep" amount at the Export Market silently capped out at 999,999 β so once a resource climbed past a million, you couldn't tell the Customs House to protect all of it, and the extra was quietly trimmed off your reserve with no warning. Reserves now accept up to 999,999,999, matching the amount you're allowed to type. There's no storage limit in the game, so your reserve should never be the thing that stops short. (Thanks to β!)
- π Fixed: the Resource Explorer medal can be earned again. It quietly became impossible to complete when Pelts joined the raw resources β Pelts come from hunting, not gathering, so the "gather every raw resource" checklist had an item nobody could ever tick off. The medal now counts exactly the seven resources you can actually gather (Timber, Stone, Iron Ore, Grain, Coal, Fiber, Clay). If you'd gathered all seven and were stuck waiting, the medal will arrive with your next gather.
- π’ Fixed: typing a big number into a "type the amount" prompt no longer leaves the bot silent. When a prompt invited "any whole number" β like setting an export reserve or entering a trade amount β anything past six digits (so a million or more) was quietly ignored and you got no reply at all, as if the bot had crashed. Now every whole number you type reaches the prompt: an export reserve still tops out where it always has, and a trade amount that's out of range now tells you the range instead of saying nothing. (Thanks to β!)
- π Fixed: several early medals were quietly paying their reputation twice. Eight one-time medals β City Calling (leaving the wilderness), First Expedition, Roughing It, Off the Grid, Packed and Ready, Full Queue, Artisan, and Appointed β awarded their reputation once from the medal itself and once more from an older duplicate, so a +5 medal actually paid +10 and a +10 paid +20. Each now pays exactly the amount shown in the guide, and you'll no longer get two announcements for the same medal. Reputation already earned from these medals is yours to keep.
- π Fixed: a very long city name no longer hides the landmark in your Visit queue list. When the queue summary at the top of the Visit panel named a trip to a city with a really long name, the city name ate the whole line and the landmark got cut off entirely. Now the city name is shortened just enough to keep the landmark's name in view β a glimpse of the city is plenty to place it. (Thanks to β!)
- π Fixed: the queue readout in your tick report now counts everything, including Market Runs. If you turned on "Show queue in reports" and had a β Market Run lined up, it was silently left off the list β so the "N/max" count at the top could read lower than your actual queue (a Market Run + a couple of visits could show as just the visits). Every queued action now appears in the readout, so its count always matches your live /queue panel. (Thanks to β!)
- π Fixed: the π Fill button now really fills your queue with Odd Jobs. If your queue was made up entirely of πΌ Odd Jobs, tapping Fill did nothing at all β even though the panel promised "Fill adds πΌ Odd Jobs Γ N" right above the button. Fill now repeats Odd Jobs just like it repeats any gather, filling every open slot in one tap. (Thanks for the report!)