v1.4.10
LatestViking Rise 1.5.160, and the three releases before this one that never got notes — healing without opening a screen, and the bug that was closing your game every few minutes.
Viking Rise updated, which moves the addresses BotDaddy reads and would otherwise park every account. This build follows it, and fixes the one thing the update changed that the bot could not have guessed: collecting the friendly troops on the village map is a direct action now rather than a march, so Clear Villages would have kept sending marches that go nowhere. Three earlier builds went out without notes, so everything they carried is written up here too — most importantly the crash that was closing the game roughly twenty times every ten minutes, and healing your wounded troops without a screen.
Viking Rise 1.5.160
A full game update moves the internal addresses BotDaddy reads, and an account whose game is newer than the version we have checked is parked rather than run on guesses — that is deliberate, because a wrong address does not fail loudly, it returns a believable number. This build is checked against 1.5.160 and raises that ceiling. The check itself got better in the process: it now compares every class's methods as well as its fields, which is the only way to notice a function that keeps its name and quietly gains an argument — exactly what broke things last time. The result this time was unusually clean. Five addresses moved, every one of the three thousand four hundred and fifty-four fields we read stayed exactly where it was, and nothing the bot uses disappeared. If you are still on an older game version nothing changes for you; the bot supports both.
Clear Villages: the friendly troops are collected directly now
The village map has friendly troops standing about waiting to be collected — the ones beside the dragon lair gate the Dragon Cave. Collecting one used to mean sending a march at it and waiting for the march to arrive. The game changed that to a single direct action, and it arrived for most people as a quiet in-game patch rather than a full update, so this affects you whether or not your game says 1.5.160. Without this build Clear Villages keeps sending marches the game no longer accepts and those troops never get collected. It now collects them outright: no march slot spent, no walking, no waiting. Three of the four conditions it used to check before going were about whether a march could reach the place, and none of them applies any more — tested by hand on a real account, troops were handed over in regions marches cannot enter and before the fight that used to gate them. It still refuses to ask for one it has already collected, and if a collection does not go through it says which of the three things went wrong rather than going quiet.
The IGG Account button changed on fresh installs
Install the game fresh on the new version and the IGG Account button on the Switch Account screen is drawn differently — white icon and bold white text where it used to be dark. Update into the new version instead and you keep the old button. Both are out there at once, so this adds the new artwork rather than replacing the old one: an account that has been running for months is unaffected, and a freshly installed one can get past the login screen again. If you have been setting up new instances on the new version and watched them stall at Switch Account, that was this.
The game was closing every few minutes — v1.4.8
Reported as "the game keeps closing on all instances and it's an insane amount of errors", and the report was right about everything except the cause. Over two hours and sixteen minutes there were two hundred and six game deaths across thirty-one of thirty-four instances, at a flat rate of about twenty every ten minutes. It was the command BotDaddy uses to point the camera at a building. That command had been passing one argument short for months and getting away with it because the game never read it; the game update on 21 October started reading it, and from then on the command killed the game instantly — two hundred and sixteen times out of two hundred and sixteen. Every single outage had it as the last thing that happened. It is fixed, and it now takes that argument from the game itself so the same thing cannot happen on the next update. The suspected culprit when it was reported — the new character and IGG switching — was innocent: it ran five times, and thirty-one of the thirty-four affected instances never used it at all.
Healing wounded troops without opening a screen — v1.4.9
Healing used to mean flying the camera to the infirmary, finding the card, opening the page and walking the screen. It is a direct action now, and it does three things the screen version never did. It answers in one step on an account with nobody wounded, where the old way paid a camera flight and a page open to learn the same thing. It collects troops whose healing has already finished — nothing in the bot had ever done that, so finished troops sat in the queue instead of going back to your army. And it asks your alliance for help, which is free and shortens the timer. One account healed a hundred and twenty-eight wounded troops, asked for help and returned them all to the army in a single pass. It deliberately does not try to predict what a heal will cost: the game's own prices move with your buffs, so it asks, reads what was actually spent, and if the account cannot afford it the old screen path takes over and tops up from your inventory exactly as before. It will never spend Gems.
Use Buff works again, and without a screen — v1.4.9
Two things here. Use Buff had stopped finding the Buffs tab after a game update moved the artwork underneath it — the buttons look identical to the eye, which is why it took scoring the old and new pictures against a frame from before the update to prove it rather than argue about it. That is recut. Use Buff also no longer opens the inventory at all: it checks whether the buff is already running and uses the item directly. The check matters more than it sounds. A resource-gathering buff can be running from three sources at once on a developed account, two of them permanent, so the obvious question — is this kind of buff active? — answers yes forever and would have skipped every buff you own. It asks about the specific buff instead, and will not burn an item replacing one that is already ticking.
Resource Transfer stopped re-deriving something it already knew — v1.4.7
Reported from a real transfer: the account flew to the recipient, then worked out where it was all over again — once on arrival and once on the way home. Measured on the account that reported it, that was fifty-six seconds of a twelve-minute pass and forty camera moves, spent recomputing a number the bot had been handed as it set off. It was invisible in the log, because the expensive version left no trace — it showed up only as a twenty-second silence between two unrelated lines. It uses the number it already has now, and only works it out again if that number turns out to be wrong.
The relocator now matches the ground it is aimed at — v1.4.7
Relocating for a transfer picked a tile and then fired whichever relocator came first, and the game refuses a Territory Relocator aimed at neutral ground and a Fixed Relocator aimed at your alliance's. The switch to choose between them existed and nothing had ever set it, so its default decided every relocation the feature had ever made. It now asks which kind of ground the destination tile is on and uses the matching item. It also stopped telling you an item had been used when it had not checked — the two cases read differently in the log now, so "the relocation failed" and "the relocation failed and it cost you a relocator" are no longer the same sentence.
Why Train Troops was refusing on some accounts — v1.4.8
A barracks with nobody assigned to it does no work, and that is what was refusing the training on accounts with full stockpiles, every barracks at level 25 and hundreds of thousands of troops. The bot had been reading that refusal as the account's troop limit being full — a limit the game does not actually have, which is worth saying plainly because it sent people hunting for a cap that does not exist. It reads which buildings have a worker on them now and says so: "no Worker assigned to the barracks". The fix is yours to make in the game, but the message at least points at the right thing.