GoTravSpeed

Changelog

Updates and new features on GoTravSpeed.

Faster farm list loading

  • Farm lists with hundreds of targets now open much faster: the page loads list headers first, and village rows load when you expand a list.
  • Starting a raid, bulk edit, deactivate, and delete still work on a collapsed list without waiting for every row to appear.
  • Live raid status updates no longer scan every target one by one, so large lists stay responsive.

Sitter account switcher

  • If you are added as a sitter on another account, a switcher button appears in the top bar next to Profile.
  • Open it to jump between accounts you sit for without logging in again. Logout while sitting returns you to your own account instead of signing out.
  • Sitter permissions from Options are now enforced more strictly: farm-list raids, gold transfers, marketplace offer accepts, and alliance-bonus gold donations all require the matching permission.

Hospital wounded in battle reports

  • Troops sent to the Hospital are no longer counted as returning survivors in battle reports.
  • Wounded units are removed from the village army like the dead, so casualty and remaining-troop figures match what actually stayed in the fight.

Farm list management

  • Drag farm lists to reorder them within the same village.
  • Deactivate individual targets so they are skipped on the next raid; bulk deactivate or delete selected slots from the list menu.
  • Disabled targets stay on the list until you turn them back on.

Auction rarity filter

  • Hero auctions can be filtered by rarity: all, none, common, uncommon, rare, or epic.
  • Slot filters (helmet, body, horse, bag, and so on) work together with the rarity filter.
  • Gold and silver balances plus the silver exchange shortcut sit in the auction filter bar.

Winner log between rounds

  • When a world ends, the Wonder winner and the top attacker / defender are written to the shared winner log before the next round starts.
  • Each entry gets a unique badge code so winners stay recorded across auto-reinstalls.
  • Logging runs at game finish and again just before restart, so results are not lost if the server was already finished.

Hard adventure loot improvements

  • Hard adventures (5 gold) now give significantly more rare items. Item drop chance increased from ~64% to ~79%.
  • Cages, bandages, scrolls and equipment are now heavily weighted in the hard adventure loot table.
  • Cage multiplier increased to 4× (was 3×), consumables (bandages, scrolls) to 3× (was 2×).
  • Equipment from hard adventures rolls higher quality and rarity.

Delete items from hero inventory

  • You can now delete unwanted items from the hero's inventory.
  • A small ✕ icon appears in the top-right corner of each inventory item on hover.
  • Clicking it opens a confirmation dialog (with amount selector for stacks). Equipped items must be unequipped first.

Oasis animal growth for short servers

  • Animal populations in oases now grow much faster on short-round servers (e.g. 7-day).
  • Growth cycle interval reduced from 8 hours to ~56 minutes.
  • Higher-tier animals (elephants, etc.) can now reach 6–11+ by mid-game, matching official server progression.

Gold club & purchased gold features

  • Gold club now costs 500 gold for the whole round and can only be paid with purchased gold (not vote, voucher or gift gold).
  • The Payment Wizard and Gold club dialog show your purchased gold balance and a clear purchased-gold-only notice.
  • Farm list expansions, attack/defence bonuses, early storage boost and extra artifact slots require an active Gold club.
  • New Early storage boost: add warehouse + granary capacity (level-20 storage value) to the selected village using purchased gold.

Auction economy

  • Hero equipment auctions now start at different prices by tier: Tier 1 at 100 silver, Tier 2 at 500, Tier 3 at 1000.
  • Consumables (cages, bandages, scrolls, and similar) use higher unit start prices; larger packages cost more than a simple 1:1 rate.
  • You can sell cages and scrolls in packages of 5, 10, 30, 50, or 100.
  • System auctions refresh about every 10 minutes with new lots. Tier 2 and Tier 3 gear can appear at any server age — only the start price is higher.

Hard adventures

  • Starting an adventure is still free. Hard adventures give more rewards: about 2.5× XP, 3× cages, 2× other consumables, and 1.5× silver, resources, and troops.
  • You can buy an extra normal adventure for 1 gold, or an extra hard adventure for 5 gold (buttons on the Adventures page when enabled on the world).
  • Naturally spawned hard adventures stay about as rare as before (roughly every fourth adventure).

Village building click areas

  • Building hitboxes in the village center now follow each tribe’s building silhouette more closely (Romans, Teutons, Gauls, Egyptians, Huns, and more).
  • Hover highlight on buildings works like the wall: the outline lights up when you move the mouse over the building shape.
  • Click and hover areas are generated from the current building graphics, so tribe-specific buildings feel more accurate to click.

Cities

  • On special worlds with cities enabled, a village with Town Hall level 20 can be upgraded into a city.
  • City upgrade uses one free expansion slot (Residence / Palace / Command Center), costs resources, and takes time based on server speed. It cannot be cancelled; Finish now is available.
  • Cities unlock three extra building sites and watchtowers on the wall. A city counts as two settlement slots when conquered — you need two free slots to capture one.
  • Open Town Hall → City tab to start the upgrade. Profile and map tooltips show when a city upgrade is in progress.

Watchtowers

  • Cities can improve their wall with watchtowers (up to level 20), independently of the wall level.
  • Each watchtower level adds +1% defence. They add population without extra crop consumption, and are destroyed with the wall.
  • Open the Wall building in a city and use the Watchtower tab to upgrade.

No password re-entry for common actions

  • You no longer need to type your account password again for several in-game confirmations.
  • Leaving an alliance, kicking a member, renaming your account, and deleting your account only ask for a normal confirmation.

Animal Finder (Gold Club)

  • New map toolbar button next to Crop Finder: search free oases by animal type (Rat through Elephant).
  • Pick a start position (X/Y) and an animal; results are sorted by distance with oasis bonus and troop count.
  • Gold Club feature — without Gold Club, the map button opens the usual Gold Club upsell dialog.
  • Open the full search page from the map or go to oasisfinder.php when Gold Club is active.

Farm list — secondary sort

  • Farm lists can now sort by two criteria at once (for example last raid time, then next attack).
  • Click a column or Last Raid menu option to set the primary sort; Shift+click to set the secondary sort.
  • Changing the primary sort clears the secondary; toggling ASC/DESC on the same primary keeps the secondary.
  • Sort preferences are saved per farm list and apply to the list display and raid send order.

Attack Natars under beginner protection

  • While under beginner protection you can attack Natars villages again, including Natars farm villages.
  • Works for normal attacks from the Rally Point and for Farm List raids.
  • Your protection stays active when attacking Natars; other players are still blocked as before.
  • The global farm protection window (protectFarmsTill) is unchanged — farms stay protected until that time ends.

Faster map tooltips

  • Map hover tooltips (village and oasis info) load much faster when you pan or zoom the map.
  • Already-loaded tiles are skipped on the next request, so moving around the same area feels snappier.
  • Map tile images also render faster on first load of a new area (village icons are loaded in one batch).

Village wall visuals

  • The village center wall (slot 40) now uses the current Travian layout for empty and built walls.
  • Built walls show separate bottom and top layers with level badges, tribe styling and updated click/hover shapes.
  • Works for every tribe wall: Roman, Teuton, Gaul, Egyptian and Hun.

Build costs — add resources from hero

  • On building upgrade and construction pages, resource costs you cannot cover are highlighted with a light red background.
  • If your hero carries resource crates for a missing type, click that cost icon to open the hero transfer dialog.
  • The dialog is pre-filled with the amounts needed to build (capped by what the hero actually has and free storage).
  • If several resources are missing, one click fills all of them; types with no crates on the hero stay non-clickable.

Daily Quests redesign

  • Daily Quests are rebuilt for short rounds: five tasks each day, the same set for everyone that day.
  • Progress resets every 24 hours. Claim rewards manually — unclaimed rewards are lost on reset.
  • Rewards include production boosts (random resource), PLUS time, hero gear, adventures, culture points, hero XP and gold.
  • Complete all five tasks for a 5-gold chest. Login streaks grant extra gold at 3, 7 and 10 days (5 / 15 / 20).
  • Open Daily Quests from the top bar; a badge shows when rewards are ready to collect.

Tasks — Collect all

  • On the Tasks page you can claim every ready reward with one Collect all button.
  • Individual Collect buttons still work if you prefer to claim rewards one by one.
  • Collect all also claims stacked thresholds for the same task, so you do not have to click through each level.

T4 dual worlds & weekly launches

  • Two T4 worlds run in parallel on the same speed, so a new server opens every Saturday at 08:00 GMT.
  • Each round lasts 14 days: artifacts on day 7, WW plans on Friday (day 13), finish and restart on Saturday (day 14).
  • Portal countdown shows the next Saturday 08:00 GMT launch on the home page and server list.
  • Server cards show a live countdown when a world has not started yet.

Hospital

  • When this village has a Hospital, 40% of battle losses from its troops return as wounded (excluding siege, settlers, administrators and heroes).
  • Healing costs the same resources as training but takes half the time.
  • Wounded troops not in the healing queue decay by 10% per day.

Mine Expansion

  • Can only be built in non-capital villages.
  • Raises the maximum resource field level beyond the usual cap.
  • At level 20: +6 to the field cap (up to field level 16).

Architect’s Office

  • Each level reduces building upgrade costs in that village by 1%.
  • At level 20, building upgrades cost 20% less.

Quartermaster’s Depot

  • Each level increases warehouse, granary, great warehouse and great granary capacity in that village by 1.5%.
  • At level 20, storage capacity is 30% higher.

Multi-tribe play

  • Multi-tribe play is fully enabled. One account can own villages of different tribes.
  • When you conquer a village, it keeps its original tribe — walls, troops and tribe buildings stay with that village.
  • When you settle with settlers, you can found a new village as another tribe.
  • Mix strategies across your empire: different tribes, troop compositions and buildings on one account.