Concrete website and engineering checkpoints, with the limitation attached. A change log is not a reliability percentage and an internal candidate is not a public release.
Live automation milestone
Real farm work. End-to-end action runs.
Since our last update, development has focused on running VRA against real farms, reviewing the screenshots and fixing what actually happens in-game. Successful end-to-end action runs now cover core farm growth, rewards, recruitment and march workflows—not just opening the right menu.
Troop training: verified all four troop types in one pass, preserving an existing Infantry queue and starting Pikemen, Archer and Porter training. Improved maximum-batch selection and handling of locked requested tiers.
Research: collected ready city outputs before starting a new project, verified the new research queue and requested assistance. Added active-queue handling to avoid starting a duplicate project.
Healing: verified collection, Infirmary entry, timed healing, assistance and return to the city. Separately checked the no-wounded path without sending an unnecessary Heal command.
Building upgrades: verified following a Chief’s Hall prerequisite into the required building, starting its timed upgrade, requesting assistance and closing the panel. An occupied construction queue is preserved.
Squad Base: verified filling an empty training-hero slot and collecting available experience before returning to the city.
Gathering: verified configured resource searches, target selection and actual squad departures, including a two-march run. Unsupported search levels are not silently substituted.
Recall: verified an eligible gathering squad beginning its journey home. Added and checked the empty-march-sidebar case so there is no unnecessary recall input.
Staging Post: completed three-mission action runs on two farms, covering mission navigation, support/rescue/attack paths, follow-up dialogue and available gifts. Dispatch does not require waiting for the entire battle to finish.
Commissions and Exploration: verified ready submissions, returned rewards and a new exploration departure in a completed action run. Requirement-reading work is reused when the displayed requirements have not changed.
These are successful live action-level runs across test farms, not a claim that every variant or a full concurrent farm rotation has passed. Long-running game tasks were checked for starting correctly, not instant completion. The product remains pre-release.
Rewards and daily upkeep
More collected. Fewer missed rewards.
The daily farm loop has received a detailed pass: claim what is ready, use only the configured resources, recognise when there is nothing to do, and leave paid options alone.
Prosperity Rewards: verified both free claims and their final cooldowns. Added bounded reopening when a promotion interrupts entry.
Mail Rewards: checked all five categories, verified available Claim All operations and returned to the city. Corrected badge checks so a neighbouring category does not make a successful claim look like a failure.
Quest Rewards and city collection: verified available quest claims and ready city-output collection, with reward screens inspected rather than relying on a success label alone.
Tribe Gifts: verified available claims across the three-category sweep. The separate large treasure chest is checked independently; its ready-to-claim branch still needs an available live case.
Tribe Technology: repaired entry and recommendation selection, verified resource donations, and added bounded single and bulk donation handling. Exhausted donation allowance is recognised without premium spending.
Use Inventory: verified consuming seven configured resource stacks while retaining excluded Gems and Clan Bronze Coins. Improved recognition of sparsely populated inventory pages.
Skill Shop: fixed the missed bottom-row offer and verified its resource purchase, leaving gem-priced offers untouched. Unresolved visible offers are no longer treated as an exhausted shop.
Hero and Skill recruitment: verified both free summons and a separate cooldown-only run with no summon inputs. Improved handling of informational unlock notices and reward overlays.
Mercenary recruitment and Divination: verified available hires and repeated divinations while the required points remained available.
No-work and unavailable-item checks: verified already-staffed worker queues, an intact wall, unavailable owned shields and an excluded inventory buff. These checks do not stand in for testing a new assignment, damaged-wall repair or item consumption.
Availability matters: a cooldown, intact wall or missing item can correctly mean no action is needed, but does not prove the corresponding positive action. Moving City Event targets and some Special Farmer variants remain under refinement.
Speed, recovery and evidence
Less repeated work. Clearer outcomes.
Alongside the visible farm actions, we have improved the shared runtime: faster screen interpretation, safer reuse of the game connection and clearer reporting when a task starts, finishes, has nothing to do or needs inspection.
Targeted recognition: expanded our own focused screen crops for controls, building panels, resource cards, reward notices and recommendation markers, reducing interference from unrelated screen content.
Reduced OCR dependence: maximum troop batches and construction starts can use the relevant visible controls instead of requiring an exact quantity or countdown to be read. Resource quantities are not invented when unreadable.
Removed a repeated background-processing bottleneck and cached unchanged review data. Measured screen-control resolution became substantially faster in the investigated live sequence; this is not a whole-routine speed guarantee.
Faster connection reuse: an already-running compatible game helper is now found and reused correctly, with safer version and process checks and coordinated cache updates across farms.
Startup investigation: observed a fresh game load progressing through a black/loading screen without an automatic restart. Startup and native stability remain under investigation rather than being declared universally fixed.
Interruption handling: improved recovery around promotions, reward animations, introductory dialogue and unlock notices while keeping an unfinished claim distinct from a navigation retry.
More honest results: city collection and assistance are reported separately from starting research or healing. Opening a cargo panel is not itself treated as collecting its contents.
Safer retries: uncertain effects stop for inspection instead of blindly replaying a potentially completed action. Existing queues, unselected resources and paid controls remain protected.
Evidence-led validation: reviewed before-and-after screenshots alongside action logs, retained failed runs as failures, and reran existing workflow checks without rewriting them to manufacture passes.
One execution path: the validation console, routines and fleet scheduling use the same current workflow engine. Continued work targets remaining game variants and longer concurrent runs before publishing fleet-wide reliability figures.
No fleet-wide success percentage or guaranteed runtime is published from this development sample. The next acceptance work includes remaining City Event cases, unavailable positive branches and complete concurrent routines.
Public product story
Evidence-first website and support system
Made verified outcomes, honest uncertainty and customer self-service the centre of the public VRA experience.
Named VRA Evidence as a primary product capability.
Added a representative interactive farm-run replay and explicit uncertain-outcome example.
Published the 28-article support wiki, seven-day trial explanation and linkable resources.
Added Reliability Lab methodology and a public build-in-progress board.
Website release. This entry does not change automation maturity.
Engineering checkpoint
Terminal-state and navigation qualification
Closed terminal-state, navigation and recovery defects uncovered during one-farm qualification.
Hardened recognition of completed, active, unavailable and uncertain terminal states.
Reconciled navigation after known interruptions instead of reporting a closed menu as success.
Added bounded handling for the recurring Kings Decree dialogue.
Qualified one-farm execution paths and repaired catalogue regressions found during the pass.
Internal qualification evidence; not a public release or fleet-wide reliability claim.
Engineering checkpoint
Reward verification and no-claim states
Improved reward workflows so claimable, already-claimed and animated outcomes are classified separately.
Recognised Mail no-claim terminals across supported categories.
Made Prosperity claim outcomes causal and reduced unnecessary waiting.
Waited for settled chest panels and reward animations before return.
Recorded operator acceptance evidence for the then-tested Prosperity path.
Later validation can demote a workflow when a new game variant fails.
Engineering checkpoint
Recovery paths and building actions
Expanded fail-closed recovery around building invocation, walls, recruitment and exploration.
Added exact building-function recovery paths.
Used current semantic building navigation where available.
Qualified the intact-wall no-action terminal.
Separated free Hero and Skill recruitment from paid controls.
Prevented swallowed promotion-close input from falling through.
Development changes; customer release scope remains governed by current validation.
0.9.57 candidate
Limited unsigned beta candidate prepared
Prepared a customer-profile build, installer/portable artefacts and commercial support surfaces for Windows acceptance.
The smaller catalogue available at that checkpoint used bounded reliability contracts.
Customer profile physically separated from development/model-lab modules.
First-run setup, Environment Health, GnBots migration, licensing and support bundle present.
Defender checks and manifest/SBOM gates passed for the frozen artefacts.
Historical checkpoint; the active catalogue has since expanded. It was not a general public release.
STATUS, NOT SPIN
See what is built, validating or limited.
The public development board separates architecture, active validation, known limitations and future work.