[Update 3.00] Leek Wars 3.0: new design, alterations, Leek Wars +, home page, 3 plants and 3 chips
Hi everyone!
Alright, two months of work and 1,285 commits: it wasn't really planned, but here comes one of the biggest updates LW has ever had, 3.0, with a new design! :D On top of that: component alterations, a customizable home page, API keys, API docs and MCP, three new plants, 3 chips and Leek Wars+.
I hope you'll like it, and please do try it out and send me your feedback, there is plenty to dig into :D
Full changelog here: https://leekwars.com/release/3.00
A new design across the site
- Leek Wars gets a new face, and that is what earns the 3.0. Sharp corners, pixel type on the titles, a bolder brand green, redesigned controls, segmented gauges, rarity halos on items, colored menu icons: the whole site goes through it, in the light theme as well as the dark one.
- Fight maps finally follow the dark theme: ground, decor and obstacles are dimmed too, tuned map by map. The setting (N key) now switches every map, not just the Nexus.
Component alterations
- 36 new items to apply to your components, in the workshop, to push them beyond their original values. Each part carries a load that depends on its level: the further you push it, the more each dose costs and the higher the risk of breaking it. Knowing when to stop is the whole game.
- A botched part is not lost: recycling gives you back a share of its alterations. And your loadouts now remember the exact part you picked, so an improved component no longer gets swapped for a random one.
- 26 trophies for the workshop, including a hidden one, and 707 points at stake.
A home page you compose yourself
- The home page becomes a grid of widgets you pick, move and resize. Several copies of the same one if you like, each with its own settings, and your layout follows you from device to device. Along the way, everything loads in a single request: 0.10 s instead of 0.65 s.
Leek Wars +
- Leek Wars now has a support subscription, €3.99 per month, no commitment, and payable in crystals too. It gives 100 fights per day instead of 50, priority in the generation queue, a doubled API limit, 50 crystals per month, 10 declarable accounts and a profile badge. Nothing that makes you stronger in combat: that is the rule, and it will not move.
- Fast Garden: one button starts 5, 10 or 20 fights at once, in solo, farmer, team or boss, with a summary of the whole batch at the end.
- Loyalty rewards: one from the very first day, then every 60 days of cumulative subscription. Trophies, hats, rare resources, potions and pomps, up to 7 years.
- Including the new "Golden title" pomp, granted after 9 cumulative months: your titles and your leeks' move to podium gold, everywhere they appear.
Declare your accounts
- Playing on several accounts? Declare them from the settings: you get them back on every device without typing their password again, and they show up as yours on your profile. 3 declarable accounts, 10 with Leek Wars +. Declaring brings no gameplay advantage, only comfort.
- Your declared accounts never meet any more: not in the garden, not in the arena, and tournament seeding puts them in different tournaments.
- An account console gathers talent, fights left, garden and tournaments for the whole set, with a "Put everyone in the garden" and a "Register everyone for the tournament".
- And the ranking shows one row per player instead of one per account: a player with several accounts appears under their main one, with the number it stands for. An "All accounts" switch brings every row back.
Three plants, and the Awakening
- Three new summons, crafted at the forge with schemes that drop in combat: the Corn (level 63), a fountain that heals the team around it, the Chilli pepper (level 179), a turret that spits damage, and the Prototaxites (level 152), a Devonian column that is neither plant nor tree, 300 to 1300 HP.
- They are born Rooted: no moving, no pushing, and only an Inversion repots them. They display their area of effect around them.
- Plant Awakening: the Corn and the Chilli pepper no longer play a turn of their own. They wake up when an entity steps into their 3-cell zone, once per turn per entity, and your AI decides what to do: the function passed to
summon() receives the entity that just walked in. Every awakening gives them back all their TP and advances their cooldowns, so their time is counted in awakenings rather than turns. Well placed, a plant can wake up several times in the same turn.
- Four chips only plants can cast, hitting harder the more targets there are: Piquant and Capsaicin for the Chilli pepper, Sugar and Popcorn for the Corn. The small ones cost 3 TP and reach 3 cells, the big ones 6 TP and cover the whole zone. Capsaicin burns enemies and poisons them for 2 turns, Popcorn heals the allies around.
- 7 trophies for the plants and their chips.
Three chips, two weapons and four hats
- Hemorrhage (level 196) makes the target Unhealable for 1 turn: heals, life steal and regeneration all blocked, for 10 TP at range 1 to 2. Superinfection (level 232) turns half of the poisons already eating away at the target into immediate damage. And Maturation (level 267) gives a summon +75 max life and +5 power, permanently, and it stacks.
- Two weapons: the Desert Saber (level 151, legendary, 75 to 85 melee damage) makes the target Sterile for 2 turns, so it can no longer summon; the Sun Spear (level 201) skewers a line 1 to 4 cells long and repels targets by 4 cells, 5 on a critical hit. Craftable weapons now appear in the collection and on the market, grayed out until you find the scheme, with a Craft button that fills the forge for you.
- 4 new hats: the Beret and the Chef's toque in the shop, the Beach hat and the Sun crown to craft with Solstice resources.
- On the trophy side, five crafting trophies (Apprentice, Artisan, Blacksmith, Cyclops and Hephaestus), Tetrarch for winning the four arena modes on the same day with the same leek, Grand melee for taking part in an arena fight with 20 leeks, and Gilded for reaching 10,000 trophy points.
Leek Wars opens up to tools
- Personal API keys, created from the Settings. Each key carries a role (public read, player or account) that decides what it opens, shows its usage over the last 14 days, and can be revoked in one click.
- The API documentation has been rebuilt from scratch: over 300 services described and translated, a ready-to-copy call example in cURL, JavaScript, Python and HTTP for each of them, a search that digs into descriptions, a permalink per endpoint and an OpenAPI export.
- And an official MCP server,
npx @leekwars/mcp: with an API key, your coding assistant reads your AIs, starts test fights, reads their reports and browses the docs.
- The terms of service move to version 2: automation through an external tool is now explicitly allowed, and school groups have their own frame there.
Languages and editor
- The LeekScript console becomes the Console: JavaScript, TypeScript and Python can be used interactively too, and state is kept from one line to the next.
- The Python editor becomes a real IDE: autocompletion of your functions, variables and modules with type inference, hover a symbol, Ctrl+click to its definition, and imports resolved across your AIs.
- The tutorial now exists in JavaScript and Python on top of LeekScript, every chapter in the language you picked.
- The JavaScript, TypeScript and Python API is now 100% object-oriented: no more global functions or constants, everything goes through
Fight, me, Weapon.pistol, Color..., and the LeekScript stdlib gives way to the language natives (Math, JSON, random...). Careful, this breaks existing code: registers are typed as text, deprecated constants are gone, and Effect.item now returns the weapon or chip itself instead of its number.
- In Python, operations are now counted per expression, like in LeekScript and JavaScript: every operator, call or variable read counts 1, and the ×5 per line is gone. Combat functions cost the same number of operations in every language, and the costs of the math functions have been re-measured on the real engine:
cos() goes from 30 to 3, pow() from 140 to 7, hypot() from 187 to 2.
- On the LeekScript side, a
switch on constant numbers or texts jumps straight to the right branch and costs a single operation (a 10-case switch on texts goes from 71 to 8), and comparing two objects with == is about 3 times faster.
And also
- Chat and forum: your favorite emojis come first, a search finds an emoji among the 1746 in your own language, the panel moves to Unicode 16 with 556 more emojis, code blocks are colored according to their language, and text smileys finally show up in forum messages.
- The talent chart can be set to 7 or 30 days, and talent history is now kept for 30 days instead of 7.
- Notifications about one of your leeks show its thumbnail: four arena reports in a row can finally be told apart.
- A team page has its own "Live" panel, next to the chat: trophies unlocked, milestones reached and topics created by its members over 7 days.
- And also: boss rankings are settled on merit rather than seniority, the tournament bracket fits in the screen height with the winner's path drawn in gold, fight packs can be used straight from the garden, the bank keeps the history of your crystal purchases, an "Export my data" button appears in the Settings, the Trebuchet no longer needs line of sight but reloads in 5 turns, seasonal resources drop twice as often in arena fights, and a long list of fixes (fights, editor, Git, forge, tournaments, mobile).
Thank you all for your support! Enjoy, and see you very soon for what's next! Can't wait to watch fights with the new chips ;)
Pilow