## Description:
Reverts openfrontio/OpenFrontIO#3312
## Please complete the following:
- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
w.o.n
## Description:
This PR fixes an exploit that allows the player to request alliances to
Nations, mostly in impossible mode, during spawn phase, with high
chances for it to be accepted due to troop count parity.
Nations now reject alliance requests during the spawn phase.
## Please complete the following:
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and I've added it to the en.json file
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responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
deshack_82603
## Description:
Adds a coordinate grid to the Alternate View (holding spacebar) using
numbers on the X-axis, and letters on the Y-axis. No more "he's
attacking you in that—well, the little peninsula thing... next to the
island! which island? uhh..." moments when playing with friends.
Optimally maps have letters A-J (just like in the Battleships board
game) but special maps like Amazon River dynamically resize to only have
2 letters so as to not have too many number columns. This feature
overall can be toggled via the settings menu.
Also saw it requested on the [official
discord](https://discord.com/channels/1359946986937258015/1457037351422263480)
a couple times, thought it was a neat idea.
### World Map
<img width="3809" height="1824" alt="image"
src="https://github.com/user-attachments/assets/dab56879-a34e-48ea-a588-2907d26feb45"
/>
### Scales correctly when zoomed in
<img width="3798" height="1874" alt="image"
src="https://github.com/user-attachments/assets/7e06a47f-d3d9-4f92-8e89-3eaf866e9b25"
/>
### Amazon River
<img width="3803" height="1595" alt="image"
src="https://github.com/user-attachments/assets/4797c576-20b2-4aa8-8b7a-107078ab6308"
/>
### Enable/Disable via settings
https://github.com/user-attachments/assets/ec9f4e07-70a1-4f9d-b137-c3c3d2a2540c
## Please complete the following:
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responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
bijx
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
## Description:
Special games now get a random map from a dedicated pool (which includes
arcade maps that are excluded from regular FFA/team rotations), a 50/50
chance of FFA or Team mode, and are guaranteed to have at least one
modifier active, compact map, random spawn, crowded, or 5m starting gold
, with higher roll rates than normal games.
## Please complete the following:
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and I've added it to the en.json file
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responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
w.o.n
## Description:
Fix player rename in pre-game lobby on rejoin
Previously, when a player left a lobby, changed their name, and
rejoined, the server reused the original Client object without updating
the username. Now rejoinClient accepts the new username and applies it
if the game hasn't started yet, while still preserving names mid-game
for consistency.
## Please complete the following:
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and I've added it to the en.json file
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responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
w.o.n
## Description:
Adds a new Bosphorus Map (Turkey). One of the key strategic locations in
the world and control access to the Black Sea. Smaller map that most to
facilitate smaller FFA and Team games. Added are a selection of nations
that correspond to the location.
<img width="1000" height="612" alt="image"
src="https://github.com/user-attachments/assets/27a6debc-a33b-4b54-b522-69ab814c39f0"
/>


## Please complete the following:
- [X] I have added screenshots for all UI updates
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and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
TSProphet
---------
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
Co-authored-by: iamlewis <lewismmmm@gmail.com>
## Description:
PR to add Bering Strait map. Produced using TOPO data from real world
location, rivers and lakes correct to real world location. The map is
slightly smaller than most so facilitates smaller FFA games or 2 team
game modes.
The centre island has been increased in size to enable better warfare to
capture the strategic location.
<img width="1500" height="918" alt="image"
src="https://github.com/user-attachments/assets/bc9b2e69-cef1-4f21-92b5-4ffdce5812e1"
/>

## Please complete the following:
- [X] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
TSProphet
---------
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description:
Removes the client-driven heartbeat loop and switches worker tick
execution to a worker-owned drain scheduler with batched game update
delivery.
## Why
The previous flow required the client to send a `heartbeat` every
animation frame just to keep the worker progressing turns. That had two
costs:
1. Simulation progress was coupled to browser frame cadence.
2. Catch-up periods produced many single `game_update` messages,
increasing message overhead and main-thread wakeups.
## What Changed
### 1) Remove heartbeat protocol
- Deleted `heartbeat` from `WorkerMessageType`.
- Removed `HeartbeatMessage` from `MainThreadMessage`.
- Removed `sendHeartbeat()` from `WorkerClient`.
- Removed the `requestAnimationFrame` keep-alive loop in
`ClientGameRunner`.
Files:
- `src/client/ClientGameRunner.ts`
- `src/core/worker/WorkerClient.ts`
- `src/core/worker/WorkerMessages.ts`
- `src/core/worker/Worker.worker.ts`
### 2) Add batched worker-to-client updates
- Added `game_update_batch` message type and `GameUpdateBatchMessage`.
- Worker now emits one batch message containing multiple tick updates.
- `WorkerClient` handles `game_update_batch` by replaying updates to the
existing callback in order.
Files:
- `src/core/worker/WorkerMessages.ts`
- `src/core/worker/WorkerClient.ts`
### 3) Move tick draining into worker
- Added a scheduler (`scheduleDrain`) and drain loop (`drain`) in
`Worker.worker.ts`.
- On each `turn` message, worker enqueues turn and schedules drain.
- Drain executes up to `MAX_TICKS_BEFORE_YIELD = 4` ticks per cycle,
then yields with `setTimeout(..., 0)`.
- Tick updates are collected into a batch and sent once with
transferables:
- `packedTileUpdates.buffer`
- `packedMotionPlans.buffer` (when present)
- If backlog remains, drain reschedules itself.
File:
- `src/core/worker/Worker.worker.ts`
## Behavioral Notes
- No server protocol changes.
- Ggame update callback contract remains the same (still receives one
`GameUpdateViewData` at a time in order).
- Ordering is preserved: `WorkerClient` iterates batch entries in
sequence.
- Error updates are still filtered from update delivery in the worker
batch path (same effective behavior as before for normal update flow).
## Expected Impact
- Fewer `postMessage` calls during backlog and burst turn delivery.
- Lower message overhead and fewer main-thread interrupts.
- Less dependence on UI frame timing for worker progress.
- Better catch-up stability due to explicit periodic yielding.
## Risk Areas
- Drain scheduling edge cases (re-entrancy / lost wake-ups).
- Mitigated with `drainScheduled`, `draining`, and `drainRequested`
flags.
- Larger per-message payloads due to batching.
- Bounded by `MAX_TICKS_BEFORE_YIELD`.
- Any assumptions in downstream code about receiving only `game_update`.
- Handled by adding `game_update_batch` support in `WorkerClient`.
## Please complete the following:
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and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
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responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME
## Description:
Reduce per-step `Unit` update traffic by shipping packed motion plans
and letting the client advance plan-driven units locally.
Changes:
- Add packed motion plan records (`packedMotionPlans?: Uint32Array`) to
game updates and transfer the buffer worker -> main.
- Introduce `src/core/game/MotionPlans.ts` (schema + pack/unpack) for
grid + train motion plans.
- Extend `Game` with `recordMotionPlan(...)` and
`drainPackedMotionPlans()`, and implement buffering/packing in
`GameImpl`.
- Treat units with motion plans as “plan-driven”: suppress per-tile
`Unit` updates on `move()` and advance positions client-side.
- Emit motion plans from executions:
- `TradeShipExecution`: record/update grid motion plans and `touch()`
when changing target after capture.
- `TransportShipExecution`: record initial plan and update it when
destination changes.
- `TrainExecution`: record a train plan on init (engine + cars).
- Client: apply motion plans in `GameView` and ensure `UnitLayer`
updates sprites for motion-planned units even when no `Unit` updates
arrived.
## Please complete the following:
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and I've added it to the en.json file
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responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME
## Description:
Cache lang-selector lookup
Avoid per-call empty params allocation
Add fast-path for non-ICU strings
## Please complete the following:
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and I've added it to the en.json file
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responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME
## Description:
Connects deployed containers to Traefik for automatic reverse proxy
routing, replacing the previous Cloudflare Tunnel approach.
```
docker inspect openfront-staging-traefik --format '{{json .Config.Labels}}' | jq
{
"traefik.enable": "true",
"traefik.http.routers.openfront-staging-traefik.entrypoints": "web",
"traefik.http.routers.openfront-staging-traefik.rule": "Host(`traefik.openfront.dev`)",
"traefik.http.services.openfront-staging-traefik.loadbalancer.server.port": "80"
}
```
## Please complete the following:
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and I've added it to the en.json file
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responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
NOTE: Applies to current main / beta version. Needs to be included in
v30.
When a player clicked "Renew Alliance", the `AllianceExtensionUpdate`
broadcast caused both players' renewal prompts to be removed, even the
one who hadn't yet acted. This happened because
`onAllianceExtensionEvent` called `removeAllianceRenewalEvents`
unconditionally on every client.
This PR fixes the behavior by calling `removeAllianceRenewalEvents` only
for the player that executed the action.
## Please complete the following:
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and I've added it to the en.json file
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responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
deshack_82603
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves#2822
## Description:
Adds an attack ratio keybind increment setting with a new dropdown UI,
wires keybinds to use the configured step, updates the attack ratio
adjustment logic, and makes the select reflect stored settings.
<img width="806" height="165" alt="スクリーンショット 2026-01-12 9 11 12"
src="https://github.com/user-attachments/assets/c6eaa96d-e147-4927-b3ed-964e832ecc36"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
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responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
---------
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
Co-authored-by: iamlewis <lewismmmm@gmail.com>
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves#1139
## Description:
New version of the #2789 PR that is cleaner after changes made to old
pathfinding logic.
Adds logic to troop transport retreat behaviour which retreats a
transport to the closest owned tile instead of the source. Now if no
shores are detected (you lost all your shoreline while the transport was
out) we handle the return case same as if the original source was no
longer your territory.
<img width="2541" height="1593" alt="image"
src="https://github.com/user-attachments/assets/4d2ff5e7-d10d-40f4-80e0-9f029cff61a2"
/>
## Video example from previous PR (works the exact same way in this PR):
https://github.com/user-attachments/assets/e43a3b10-e8b0-4f23-87f3-2dc4739de880
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
bijx
Fixes UILayer tests failing locally due to the native canvas package
not being compiled. vitest-canvas-mock provides a jsdom-compatible
Canvas 2D API mock without requiring native build tools.
## Description:
Skin trials has been a failure, very low fill rate and cause a major
drop in sales.
reverts
https://github.com/openfrontio/OpenFrontIO/commit/97d0a05d58e926e3de4ba46d8dd14a04d60d6698
## Please complete the following:
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- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Preparation for nuke wars, for v30.
Next PR will be adding the nuke wars modifier for public games, but
Wonders https://github.com/openfrontio/OpenFrontIO/pull/3224 needs to be
merged first to avoid merge conflicts.
### 1. Disable boats setting
It's possible to disable `UnitType.TransportShip` now. Because they are
not needed in nuke wars and can even be annoying.
<img width="720" height="320" alt="image"
src="https://github.com/user-attachments/assets/661bc10d-b204-4b4f-b876-ee7c9b92de8c"
/>
### 2. Team spawn zones for random spawn
Maps can have `teamGameSpawnAreas` in their json file now.
Spawn areas are currently active if
- a supported map is chosen (Baikal Nuke Wars or Four Islands)
- a supported team size is chosen (2 teams on Baikal Nuke Wars or 2/4
teams on Four Islands)
- random spawn is enabled
## Please complete the following:
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- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
updates the Performance Overlay to be more usable
(draggable/resizable/scrollable), adds tick-level metrics (TPS +
per-layer tick timings), and reduces overhead when the overlay is
hidden.
### UI/UX
- Overlay layout updated to a fixed, pixel-positioned panel (default
near top-left) with a dedicated drag handle.
- Overlay is touch-draggable (pointer events) and remains usable on
small viewports via internal scrolling.
- Overlay width is resizable with a right-edge handle; width is clamped
to viewport bounds.
- Render/tick layer breakdown sections are collapsible, with headers and
“last tick” summaries.
### New metrics
- Adds TPS reporting:
- Current TPS (ticks in the last 1s).
- Average TPS over the last ~60s, computed using elapsed time so it’s
accurate before a full 60s passes.
- Adds per-layer tick profiling (“Tick Layers”) alongside render
profiling (“Render Layers”).
- Adds “render-per-tick” metrics so render-layer costs can be understood
per simulation tick (frames + per-layer totals).
### Performance / overhead
- Avoids profiling overhead when the overlay is hidden:
- `GameRenderer` only calls `FrameProfiler.clear()/consume()` and
per-layer `start/end` when profiling is enabled.
- Tick-layer duration tracking is only collected when profiling is
enabled.
### Settings plumbing
- `UserSettings` now dispatches a `user-settings-changed` `CustomEvent`
on `set()` / `setFloat()`.
- The overlay listens for `settings.performanceOverlay` changes so
visibility stays in sync even when toggled outside the overlay.
## Implementation notes (by file)
- `src/client/graphics/layers/PerformanceOverlay.ts`
- Adds TPS tracking using a timestamp ring + moving heads (1s / 60s).
- Adds UI state for collapsibles, drag + resize pointer tracking, and
new breakdown models:
- Render layers: EMA avg/max + per-tick render aggregation.
- Tick layers: EMA avg/max + last-tick durations.
- Copy-to-clipboard snapshot now includes TPS, tick layers, and
render-per-tick last-tick details.
- `src/client/graphics/GameRenderer.ts`
- Gates render-layer profiling behind `FrameProfiler.isEnabled()`.
- Accumulates per-render-layer timings across frames and publishes them
once per tick via `updateRenderPerTickMetrics(...)`.
- Measures tick-layer durations (per layer `tick()` call) and publishes
them via `updateTickLayerMetrics(...)`.
- `src/core/game/UserSettings.ts`
- Adds `emitChange(key, value)` to dispatch `user-settings-changed` to
`globalThis` (best-effort).
- `resources/lang/en.json`
- Adds/updates `performance_overlay.*` strings for TPS and the new
render/tick layer sections.
## Please complete the following:
- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Description:
This pull request enhances the `JoinLobbyModal` component by using the
`<form>` component and the `@submit` event. It allows the user to use
the enter (return) key to submit instead of grabbing its mouse to click
on "Join Lobby".
It also introduces a new `submit` argument to the `Button` component.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
@nolhan__
PS: The tests from `tests/InputHandler.test.ts` are failing on both
`main` and my branch. EDIT: They no longer fail through the workflow so
I guess I didn't have the correct environment
## Description:
Array.from was performed on this.player.alliances(), which already
returns an array. Also it was saved in a const which isn't strictly
necessary, same goes for the array in the loop below it.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tryout33
## Description:
Please merge for v30 if possible.
Use .find instead of .filter for tradeShipSpawn since we're only looking
for the first (if any) port found at the given tile anyway.
Also just return targetTile instead of getting porr.tile() because
targetTile is tile we found the port on.
Also use no intermediate const, just return right away based on outcome
of units.find.
Found when working on PR #3220. But tradeShipSpawn is out of 3220's
scope since it won't be called by playerImpl buildableUnits() anymore,
it should and will be only ever used by TradeShipExecution via
playerImpl canBuild().
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tryout33
## Description:
Can we maintain a one-minute game creation rate with three times as many
lobbies?
I don’t think so - we should allow more time for players to join.
It still shouldn’t bore players, since they can also join the special
mix lobby. That lobby includes both FFA and team games and fills more
quickly due to the higher frequency of compact-map matches (the Wonder
PR https://github.com/openfrontio/OpenFrontIO/pull/3224 needs to be
merged for that).
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
Only need find() instead of filter() in orderRetreat and executeRetreat,
since we just need the first hit. Small perf win.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tryout33
## Description:
Column widths were off for some reason, I thought they were fixed...
So here is a followup PR
Previous:
<img width="467" height="782" alt="image"
src="https://github.com/user-attachments/assets/f5a084ea-e8b9-473b-abe4-d8c9d0d5d9de"
/>
Now:
<img width="454" height="779" alt="image"
src="https://github.com/user-attachments/assets/d845ec32-e76e-4ad5-aa62-5642a4c78da4"
/>
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
Because spawning is prohibited on tiles that have an owner, this created
a problem when a person tried to spawn near the center of their previous
spawn. This was resolved by relinquishing all the tiles conquered by the
previous spawn.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
nikolaj_mykola
## Description:
The two tables look much more similar now
And you can see the player names now
Before:
https://github.com/user-attachments/assets/59f94e1a-5909-4d13-8ff3-bd36775f4ae6
After:
https://github.com/user-attachments/assets/51234d14-20c2-4b14-a7cc-ceef7cf9a8fd
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
Fix nation name typo 🔧
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description:
tryout wanted that :)
https://github.com/user-attachments/assets/eeaf5447-cffe-4c4f-9734-ebc3edd9255e
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description:
Fixing
https://discord.com/channels/1359946986937258015/1360078040222142564/1463898386854973642
Now, if not all tiles on the spawn circle can be owned, the algorithm
tries to select another random spawn tile.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
nikolaj_mykola
---------
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description:
Before:
<img width="744" height="540" alt="image"
src="https://github.com/user-attachments/assets/79baafa3-0c80-470d-a7bc-da428a0d4402"
/>
After:
<img width="746" height="509" alt="image"
src="https://github.com/user-attachments/assets/ca3c57d4-0854-4879-9792-ee8e00ae164e"
/>
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description:
- **News notification dot (desktop + mobile)**: Added a red pinging dot
on the "News" nav entry that appears when a new version is released. The
current app version is saved to localStorage (`newsSeenVersion`) on
first visit. On subsequent visits, if the version has changed, the dot
appears. Clicking "News" dismisses it by updating the stored version.
- **Mobile Store**: Replaced the static "NEW" text badge on the Store
nav item with a red pinging dot (matching the desktop navbar style). The
dot is conditionally shown based on cosmetics hash changes tracked in
localStorage, and dismissed when the user clicks Store.
- **Help dot on mobile**: Added the yellow help dot (already present on
desktop) to the mobile navbar for consistency, shown for users with
fewer than 10 games played.
### Screenshots:
<img width="1028" height="97" alt="Screenshot 2026-02-21 174029"
src="https://github.com/user-attachments/assets/1ed460dd-4e41-4287-bcb9-73f431e8a953"
/>
<img width="513" height="700" alt="Screenshot 2026-02-21 174333"
src="https://github.com/user-attachments/assets/c6b81296-d36b-424e-9637-e738acd8007a"
/>
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
Introduces a dedicated `factoryValue()` scoring function for AI factory
placement, replacing the generic `interiorStructureValue()` previously
shared with cities and missile silos.
Scoring criteria:
- High elevation and spacing from other factories (unchanged from
city/silo logic)
- Rail connectivity: bonus per distinct rail cluster reachable within
`trainStationMaxRange`, weighted by trade gold potential — allied
clusters score highest (1.0), team/neutral clusters score ~0.71, own
clusters ~0.29 (based on `config.tradeGold()` values). Based on
difficulty
- Cluster deduplication: connecting to the same cluster multiple times
does not inflate the score
- Embargoed and bot neighbors are excluded; all other non-embargoed
neighbors are included
The result is that the AI tends to place factories where they can bridge
separate rail networks or connect to high-value trade partners, rather
than deep in its own interior.
### EDIT
Added a dedicated `cityValue()` scoring function that takes into account
the connectivity score. This allows placement of cities in a
"factory-aware" way, while also enforcing spreading structures (we want
the network to grow, not a cluster of cities and factories all
together).
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
deshack_82603
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Description:
The master set lobby start times on creation, which caused an issue if
the previous lobby filled up and started before its timer ran out, the
next lobby would have its timer set too far back. For example, if lobby
time is 60 seconds, and the first lobby fills up after 10s, the
subsequent lobby would have its timer set for 110 seconds (60+50).
Instead we have the master set the lobby start time only when it is next
up in rotation. So all lobbies behind it don't have a start time,
because we don't actually know what it should be.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Adds an additional API endpoint to the server for health, using the
master lobby service as the health metric. The master lobby service is
considered healthy if the lobby service has started (i.e. it had enough
ready workers to start), and the current amount of ready workers is more
than half of the desired number.
This means that we won't show as healthy until all the workers start,
and then we will continue to show as healthy even if a few workers
crash, as long as at least more than half are still running. Any less
than that, and the service becomes unhealthy.
This also is set to "no cache" in the nginx config. This is to ensure
that any checks of the server health show the true value, and cannot
show false/stale data served by nginx, cloudflare, or anything else.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
jish
## Description:
### SAM Overwhelming (`NationNukeBehavior.ts`)
On Impossible difficulty, nations can now destroy enemy SAMs by
overwhelming them with coordinated atom bomb salvos. When no good nuke
target is found (all trajectories intercepted by SAMs), the nations
will:
- Identify the easiest enemy SAM to destroy (lowest level first)
- Calculate the total interception capacity of all covering SAMs and
send enough bombs to overwhelm them (+1 extra per 5 needed to account
for enemy building more SAMs during flight)
- Plan launches in NukeExecution's Manhattan-distance silo order,
tracking which silos have interceptable trajectories (wasted bombs)
- Use a sliding window over parabolic flight times to find the best
cluster of bombs that can arrive within half the SAM cooldown window
- Compute per-bomb wait ticks to synchronize arrivals from silos at
different distances
- Skip launching if a salvo is already in flight
- Upgrade the best SAM-protected silo when silo capacity is
insufficient; wait and save gold when only gold is lacking
https://github.com/user-attachments/assets/14fa592f-2902-4604-8e37-1eba2b2f0b85
### 2-Player Endgame Handling (`NationNukeBehavior.ts`)
- On Hard/Impossible with only 2 players remaining,
`findBestNukeTarget()` directly targets the other player (bypasses all
priority logic)
- `getPerceivedNukeCost()` returns actual cost (no MIRV saving
inflation) when only 2 players are left
### SAM Build Rate (`NationStructureBehavior.ts`)
- Reduced SAM perceived cost increase per owned from 1.0 to 0.5, so
nations build more SAMs
### Island Attack Variety (`AiAttackBehavior.ts`)
- `findNearestIslandEnemy()` now collects up to 2 reachable candidates
and has a 33% chance to pick the second-nearest, adding variety to boat
attack targeting
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description
Reduces CPU + GC pressure from tile update serialization.
**What changed**
- Switched `packedTileUpdates` from `BigUint64Array` (BigInt packing) to
`Uint32Array` `[tileRef, state]` pairs, updating `GameView` ingestion.
- Updated tile state to use `GameMap.tileState(tile)` and
`GameMap.updateTile(tile, state)`.
- Removed per-tile `GameUpdateType.Tile` wrapper allocations by
recording raw `(tile, state)` pairs in `GameImpl` and draining them via
`drainPackedTileUpdates()` in `GameRunner`.
**Why it’s faster**
- Avoids BigInt and pack/unpack.
- Avoids per-tile object allocations.
**Compatibility**
- Wire format change: `packedTileUpdates` is now `Uint32Array` pairs
instead of `BigUint64Array`.
## Please complete the following:
- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME
## Description:
Rabbit suggestion to move console warn for not being able to send boat
to doBoatAttackUnderCursor and remove it from canBoatAttack.
On each attack-click on land, if that land is own land or ally and
canAttack is false, it will check canAutoBoat. Even if user had no
intention to attack, there would be a warning that no boat could be
send. Now only do that warning when user actually intended to send a
boat using hotkey G which calls doBoatAttackUnderCursor.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tryout33