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Contested

WoW Forever World PvP Addon for battle fronts, Go Scout and take over contested zones with your friends!
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v0.2.4-forever

File nameContested-v0.2.4-forever.zip
Uploader
HatedGamingHatedGaming
Uploaded
Sep 26, 2026
Downloads
23
Size
838.3 KB
Flavors
Forever
File ID
8984457
Type
R
Release
Supported game versions
  • 1.60.1

What's new

Contested

0.2.4

  • Contested friends (Peers tab, or /contest friend add|accept|remove <name> and /contest friend list). You can add anyone you have grouped with; both of you have to accept. Friends stay trusted every week without grouping again: each player keeps a friend key and signs every new weekly key with it. Friends pass signed claims and vouches on to each other by Battle.net when you are Battle.net friends (this also works across factions) or by whisper otherwise, each claim once and to a handful of online friends, building a web that is not tied to one realm or channel. A whisper to a friend who has gone offline no longer leaves an error in your chat.

  • Standings keep names and guilds through a relog. Players who captured with you earlier in the campaign no longer drop to "No guild" once they have left your group.

  • Reconfirmed holds stay confirmed through a reload or relog. Before, a reload forgot that your group had stood on a point since capturing it, so a point could show "unconfirmed" early.

  • Guilds now bridge realms. The Contested channel only reaches your own realm, but guilds can span realms, so claims and layer beacons also go to your guild, and guild members carry claims between their realm's channel and the guild (one carrier per claim, the rest stand down). Carried claims are still checked by each player, and unverified ones only ever show as reports. Shared locations also reach guild mates on other realms.

  • Shared locations update faster while few people share (every 10 seconds instead of 20, still slowing down automatically as sharing grows), and dots fade as they get older so you can tell a fresh position from an old one. Each post carries its sender's update rate, so dots fade and expire on the sender's own schedule.

  • Standings: group mates in your guild no longer show as "No guild". Guild names that load late are retried, a known guild is never wiped by an empty read, and guild mates are recognised even before their guild info arrives.

  • The HUD now says "You hold ..." when your faction holds the point you're standing on, instead of asking for 3 players again.

  • Capture points now show on the minimap too: the areas near you are drawn in their holder's colour, and points further away sit on the minimap's edge so you can head toward them. Works with a rotating minimap and follows the same map pins setting.

  • Developer mode: new Channel users window (Security tab, or /contest users) listing who sends Contested traffic on the channel, when they were last seen, how many messages and what they last sent, plus channel members who have sent nothing. Only recorded while developer mode is on, and cleared when it is turned off.

  • New Share location option on the Board tab (or /contest share), off by default. Players who turn it on show up on each other's world map as a blue (Alliance) or red (Horde) dot, faded when they are on a different layer. Only people sharing see others, nothing is sent inside dungeons, raids or battlegrounds, and posts slow down automatically as more people share so the channel never floods.

0.2.3

  • Contested pauses inside dungeons, raids, battlegrounds and arenas. It stops tracking your position, sending and reading war traffic, reading your layer and posting to the board, and picks back up when you leave. Whispers for layer transfers still work so a request gets a proper answer.

0.2.2

  • Much lower memory churn. Signing and checking signatures now leave about 40 times less temporary memory (37 KB instead of 1.4 MB per signature), the login self-check drops from about 15 MB to under 1 MB, and an idle client allocates under 1 KB a second. The memory figure in your addon list stays steady instead of jumping between 1 and 3 MB.
  • Your name card is posted once when you join the Contested channel, and after that only when another player asks for it, instead of every 15 minutes.
  • The HUD only redraws when something changes, and position tracking away from capture points only records changes.

0.2.1

  • The red-team test is now a developer tool: greyed out on the Security tab and refused by /contest test unless developer mode is on. It sends nothing to other players, but uses about 200 MB of temporary memory while running (freed when it finishes).
  • Fixed two red-team rows that failed in game ("rejected: error") when the test paused between frames.

0.2.0

  • Catch-up: when you log in, Contested asks other players what changed this campaign and adds the captures, scout reports and kills you missed. Every event is checked on your own client against players you trust, with the same rules as live play, so nobody can slip in a fake one. /contest sync asks by hand.
  • New players see the war right away: until you trust anyone, the Fronts tab shows what other players report, faded and marked unverified. Reports never count for anything. Group up once and they turn into the verified map.
  • Shared standings: everyone now counts the same verified events, so Standings match between players instead of only showing what your own client saw.
  • Trust carries over for the whole campaign week: players you grouped with stay trusted after a relog or reload, no new handshake needed.
  • Each accepted event keeps the signed statements that prove it, so it can be passed on to players who were offline.
  • Security tab shows how many players you trust this week and how catch-up is going. /contest status shows it too.
  • Built for big crowds: stress-tested with one client against the channel traffic of tens of thousands of players. A regular player's client holds up to about 68,000 players, a brand-new player's about 50,000. Crypto never stalls a frame, your own claims always go first, and far fewer messages are sent per capture and kill.
  • Standings now cover the whole campaign: older events roll into totals instead of dropping off.
  • Red-team console covers catch-up and relog attacks (forged, altered, replayed, old-campaign and single-group statements).

0.1.1

  • Board: your own listing now shows at the top in green, with an Unlist button, so you can see that List me worked.
  • Board: the status line tells you when you're listed, when Contested is still joining its channel, and when nobody else is listed yet.

0.1.0

  • First build for WoW Forever.
  • Zone battles over the classic contested zones, released in phases. Phase 1 opens the 10-30 zones: The Barrens, Darkshore, Redridge Mountains, Stonetalon Mountains, Ashenvale, Hillsbrad Foothills, Duskwood and Wetlands. The 30-50 and 50-60 zones follow in phases 2 and 3. Level ranges are a guide; any level can fight for any zone.
  • Every zone has capture points named after its real subzones (54 in total). Hold a point with your group to capture it; hold the majority of a zone's points to own the zone.
  • Captures and kills only count when your own client saw them, or when an independent quorum of verified players did.
  • Group board: list yourself as looking for a group, recruit players, or host layer shifts so other groups can move onto your layer.
  • Layers: every capture point is held per layer. Control is the weighted share of active layers each faction holds, so busy layers count more than empty ones. The campaign score is layer-minutes held.
  • Scouting: no cross-faction messages needed. Stand at a point and watch the enemy hold it, and your side learns they took that layer. Holds fade if nobody confirms them.
  • Hot layers on the board show where the enemy holds points, with a Shift here button when a host is listed on that layer.
  • Saved teams: save your group or add players by name, keep up to 10 teams, and invite a whole team in one click (the group turns into a raid when it fills). Shift layers, then invite your team to bring everyone onto your layer. Optional auto-join when someone on your teams invites you.
  • Standings: Alliance vs Horde, click a side for its guilds, click a guild for its players. Counted locally from verified events.
  • Welcome guide on first login, and a How to button any time after: how to capture, why it takes three friends, layers and scouting, and the social tools.
  • Map pins: press the pin on any capture point to mark it on your map.
  • /contest test red-team console, crypto self-check at login.

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