-Add pass2 waypoint snapping to local max “depth” (distance-to-land) with odd windowSize and LOS validation.
-Add optional Catmull–Rom spline sampling from waypoints (default on) for rendering, while keeping tile-valid path authoritative.
-Plumb offshoreCleanup/waypointSpline through findWaterPathFromSeedsCoarseToFine and expose waypoints/spline on results.
- Rubber-band water paths into sparse LOS waypoints via gallop+binary “furthest visible” selection.
- Add optional offshoreCleanup that snaps interior waypoints to the local max “depth” (distance-to-land) within a windowSize (default 16), keeping waypoint count fixed and validating LOS after snapping.
- Wire offshoreCleanup through findWaterPathFromSeedsCoarseToFine and boat route helpers; include waypoints in transport routes.
- Added rubberBandWaterPath() to PathRubberBand.ts (bounded LOS checks; returns { path, waypoints }).
- Hooked it into findWaterPathFromSeedsCoarseToFine() so every returned fine water path is now rubber-banded and also carries waypoints in CoarseToFineWaterPath.ts.
- Extended MultiSourceAnyTargetBFSResult with optional waypoints?: TileRef[] in MultiSourceAnyTargetBFS.ts.
- Plumbed full-route waypoints ([src, ...waterWaypoints, dst]) into bestTransportShipRoute() return value in TransportShipUtils.ts (line 318).
- Introduced a new `PathRubberBand` module to optimize coarse paths by reducing zig-zag patterns with a line-of-sight spine.
- Updated `CoarseToFineWaterPath` to utilize the `rubberBandCoarsePath` function, enhancing the efficiency of corridor marking.
- This change improves pathfinding performance while maintaining correctness through mask expansion and fine fallback strategies.
Prefer microMap() over miniMap() when building coarse corridors for boatPathFromTileToShore, boatPathFromTileToWater, and bestTransportShipRoute (fallback to miniMap() if unavailable).
- Adjusted the default corridor radius to 2 and increased maximum attempts to 6, enhancing the pathfinding algorithm's ability to handle tight corridors and avoid "optimistic coarse water" cliffs.
- Introduced a new `MaskExpanding.md` documentation detailing the mask-expanding BFS approach, which enhances pathfinding by allowing corridor expansion without restarting the search.
- Updated `CoarseToFineWaterPath` to utilize the new mask-expanding strategy, improving efficiency by resuming searches instead of clearing state upon corridor tightness.
- Enhanced `MultiSourceAnyTargetBFS` with a new method to support mask expansion, allowing for dynamic adjustment of allowed regions during BFS execution.
- Implemented data structures and core loop adjustments to facilitate both fast and optimal variants of the mask-expanding approach, ensuring soundness and performance improvements in pathfinding.
- Suggested milestones for future enhancements and optimizations in corridor repair and pathfinding strategies.
- Introduced a new approach to local corridor widening in the `CoarseToFineWaterPath` module, allowing for more efficient pathfinding by expanding the search corridor based on visited coarse regions.
- Implemented a mechanism to avoid global radius increases, enhancing performance and reducing unnecessary searches.
- Updated `MultiSourceAnyTargetBFS` to support marking visited coarse regions during BFS, facilitating the local widening process.
- Adjusted parameters for maximum attempts and corridor radius to optimize pathfinding behavior.
- Added `microGameMap` to support a new resolution level for compact games, allowing for more efficient map loading and pathfinding.
- Updated `createGame` and `GameImpl` to incorporate `microGameMap`, ensuring proper handling of different map resolutions.
- Modified `loadTerrainMap` to always expose the 16x map for coarse heuristics, improving navigation capabilities.
- Introduced a new `CoarseToFineWaterPath` module to enhance pathfinding efficiency for boats by utilizing a coarse map to guide fine path searches.
- Implemented a two-stage pathfinding approach: a coarse search on a low-resolution map followed by a refined search on the full-resolution map.
- Updated `TransportShipExecution` and `TransportShipUtils` to leverage the new coarse-to-fine pathfinding method, improving routing decisions and handling of retreat paths.
- Added tests to validate the new pathfinding functionality and ensure robustness in various scenarios.
- Updated the design notes to clarify the multi-source, any-target BFS approach for boat routing on a water-only grid.
- Simplified the explanation of the algorithm, focusing on the use of a virtual super-source and super-target.
- Enhanced the API description, detailing the return value structure and movement model.
- Added performance optimizations, including the use of typed arrays and precomputation of water component IDs to improve routing efficiency.
- Introduced `getWaterComponentIds` function to cache water component IDs for game maps, enhancing pathfinding efficiency.
- Updated `boatPathFromTileToShore`, `boatPathFromTileToWater`, and `bestTransportShipRoute` functions to utilize water component IDs for more accurate routing.
- Removed unused `maxVisited` parameter from `MultiSourceAnyTargetBFS` options to streamline pathfinding logic.
Warships now use boatPathFromTileToWater() for patrol and for chasing trade ships (still keeps the “capture if within 5” behavior): WarshipExecution.ts (line 1)
Added boatPathFromTileToWater() helper: TransportShipUtils.ts (line 1)
Fixed/updated tests that previously monkeypatched the removed pathFinder field: TradeShipExecution.test.ts (line 1)
## Description:
* Remove unused otel creds
* Remove unused R2 creds
* remove left-over BASIC_AUTH
* Generate an admin token on startup
* Removed kick_player since lobby creators already have ability to kick
player
## 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:
A small number of people are complaining that bots no longer attack them
and that "This has broken the factory farming strat".
In the old #2550 I somehow added that bots on easy difficulty don't
attack humans and nations anymore.
And public games are on easy difficulty now.
But I think the difficulty should actually only change nation behavior,
not bot behavior. Their attacks are harmless anyways.
So lets remove that little check.
Also let `shouldAttack()` return true for bots.
## 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:
Switch to GHCR for faster pulls/pushes and increased rate limits
Use cache-builder driver for better caching, so npm ci is cached if
dependencies don't change.
## 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:
Reverts #49b01d8
Move cloudflare tunnel creation back into startup.sh. This keeps the
infra outside of the main app.
## 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:
evan
## Description:
1. eliminate redundant curls/downloads
2. better stage organization
3. only copy required dirs & files, (removed the COPY . .)
## 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:
This PR improves the public lobby join button UI by providing clearer,
state-aware feedback while a player is waiting to enter a match.
The button text now reflects two distinct phases of the join flow:
- **Waiting for players** while the lobby is filling
- **Starting game…** when the match is about to begin
This removes ambiguity caused by relying only on button color changes
and makes it immediately clear whether the join action has registered
and what stage the lobby is currently in.
### Demo

## How
- Replaces the static **“Join next game”** label with dynamic text based
on lobby state
- Shows **“Waiting for players”** with an animated three-dot indicator
while the lobby fills
- Switches to **“Starting game…”** shortly before the match begins
- Animation and state reset cleanly when leaving or cancelling
- Uses existing lobby timing and state, with no additional network calls
## Notes
- No CSS changes
- No behavioral changes to matchmaking logic
- Fully contained within `PublicLobby.ts`
- Added translation keys for the updated indicators to `en.json` (Rest
of language files will need to be updated)
## Testing notes
During local testing (single-player, local server), the button text
transitions as follows:
- Initial state (not clicked): **“Join next game”**
- After first click, the text briefly shows **“Starting game…”**
- It then switches to **“Waiting for players”** with the animated dots
- Shortly before the match starts, it switches back to **“Starting
game…”** and proceeds to start a solo game
Not sure why this flow happens in the testing environment:
**“Join next game”** ->**“Starting game…”** (brief) -> **“Waiting for
**players...”**** -> **“Starting game…”** (brief)
instead of just:
**“Join next game”** -> **“Waiting for **players...”**** -> **“Starting
game…”** (brief)
More testing is needed.
## Checklist
- [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
- [ ] 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
## Description:
Relevant for singleplayer and HumansVsNations:
Humans sometimes try to flood the entire ocean with warships. The goal
is to dominate the trade and to block transport ships.
The already existing `trackTransportShipsAndRetaliate` and
`trackTradeShipsAndRetaliate` methods can't stop these large scale
infestations, the nations are completely helpless.
The new `counterWarshipInfestation` method checks if a nation is one of
the top 3 richest players (Enough money for warships) and if any enemy
(or enemy team) has accumulated more than 10 (for teams total 15)
warships, then builds a counter-warship targeting that threat.
This feature only activates on Hard or Impossible difficulty.
Thats how it can look, nations send out a warship every couple of
seconds, until the infestation threat is gone:
<img width="779" height="670" alt="Screenshot 2025-12-20 160600"
src="https://github.com/user-attachments/assets/25040077-e7db-4720-aea4-7c230afe05ea"
/>
## 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:
Currently the instructions page not only has hardcoded keybinds for the
hotkeys section, but they're also not updated (`1` and `2` are written
as decreasing and increasing attack ratio instead of `T` and `Y`). This
fix introduces a function in the `HelpModal` to get the keybinds from
the local storage and render the keys in the instructions section
dynamically. Special keys (like Arrow keys and Shift) are handled, as
well as support for the keys on a Mac computer (i.e. `⌘`).
### Video Demo
https://github.com/user-attachments/assets/2d6c6ee9-5e5d-4c7e-83df-363a345afe4d
## 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
## Description:
After 2 months of vacancy(my bad sorry), i have returned to end this
mess of a PR stain that i left to the codebase.
The issue is fixed, my written tests are passing, and i hand-tested and
it worked out.
Also I had to transforms Lit's ES modules into commonJS format so jest
can execute for my test,
which will indirectly enable other Lit components to be able for
testing(only my test for now)
refer to #2148 for UI stuff, nothing changed there.
## 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:
jackochess
Resolves#2673
## Description:
- This PR unifies difficulty naming by switching all difficulty
identifiers to a single lowercase set of keys (`easy`, `medium`, `hard`,
`impossible`) and aligning UI + translation keys (`en.json`) to match.
- The old UI labels (`"Relaxed"`, `"Balanced"`, `"Intense"`) have been
removed and replaced with the standardized difficulty terms (`Easy`,
`Medium`, `Hard`).
<img width="1312" height="306" alt="image"
src="https://github.com/user-attachments/assets/a59c5fae-f435-427d-b851-eef179a1e94f"
/>
## 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:
assessin.
## Description:
1. Players complained that they have problems allying with nations in
the earlygame. So I added an `isEarlygame()` check to
`AllianceBehavior`. This should make the easier difficulties much easier
:)
2. The attack order of nations now depends on the difficulty. Easy and
medium nations got dumbed down, they now take nuked territory before
retaliating against attacks again.
3. The attack rate now depends on the difficulty. Easy nations are
reacting slower than impossible nations (to make sure the number of sent
alliance requests stays the same I removed the difficulty check in
`maybeSendAllianceRequests()`).
4. On easy and medium difficulty nations will sometimes just skip an
attack if the enemy is a human (`shouldAttack()`). But this did not
apply for the nuking logic. Now it does, which makes the easier
difficulties a bit easier.
5. I tuned the `getBotAttackMaxParallelism()` method a bit. The nations
are doing a bit less parallel bot attacks now, which makes the easier
difficulties a bit easier.
6. The settings in MIRVBehavior now depend on the difficulty. On easy
difficulty, nations will only send MIRVs very rarely.
7. Unrelated MIRVBehavior Cleanup: There was a 2 second cooldown and
cache logic. But it was completely useless because `considerMIRV()` is
only called every 4-8 seconds by NationExecution. So I removed it.
8. Unrelated little cleanup: I made a couple of methods `private`
## 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:
Returned code that spawns nations around predefined coordinates from the
map manifest.
## 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:
Integrate with crazy games SDK
## 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:
evan
## Description:
Multiple people in the game-feedback dc channel are complaining that
nations are too strong. To make the FFAs feel more like `PvP` instead of
`PvPvE`, switch to the easy difficulty.
Unlike humans, the easy nations cannot execute parallel bot attacks at
all, making them expand much slower.
Also their `maxTroops`, `troopIncreaseRate` and `startManpower` configs
are lower than the human ones.
They are easier to ally, etc...
And I have some dumbing-down ideas ready.
**Proposal:** We could introduce "modifiers" to public games in the
future: Higher difficulty nations (for people who like PvPvE), random
spawn, compact map, MIRVs disabled, ...
## 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:
SAMs will now always hit their target instead of missing sometimes.
Describe the PR.
## 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:
Lavodan
## Description:
This PR fixes some small pixel errors on Pangaea and Britannia
## 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:
DISCORD_USERNAME
Nikola123
## Description:
This PR updates the SAM radius layer to render sharply at all zoom
levels instead of pixelated.

The radius is now drawn using primitives directly on the parent
rendering context, rather than via an intermediary canvas and
`drawImage`.
### Performance improvement:
Since the radius computation is quite heavy, it could lead to bad
performances previously because radii were recomputed and redrawn on
every frame.
With 1k SAM:
<img width="559" height="33" alt="image"
src="https://github.com/user-attachments/assets/207e4fca-2b30-4a32-a69b-be3aacc3d7cf"
/>
This PR separates radius computation from rendering:
- radius values are now recomputed only on the first frame after a SAM
changes.
- subsequent frames reuse the cached results and only handle rendering.
Now with 1k SAM:
<img width="624" height="67" alt="image"
src="https://github.com/user-attachments/assets/9facdf04-1dc2-4908-8ebc-fd80933f0232"
/>
## 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:
IngloriousTom
## Description:
Add visual indicators to territory borders that reflect diplomatic
relationships between players, making it easier to identify relations at
a glance.
### Problem Statement
Currently, players must check diplomatic status through other UI
elements. There's no immediate visual feedback on the map showing which
borders represent embargo or friendly relationships.
### Benefits
1. **Improved Gameplay Clarity**: Quickly identify diplomatic
relationships without opening menus
2. **Strategic Awareness**: Visual feedback helps make tactical
decisions about border defense
### Proposed Solution
Tint territory borders based on neighbor relationships: embargo red,
friendly green
### Implementation Details
- Border variants are based on this._borderColor (theme/style handling
unchanged) computed in the constructor and stored in userSettings
UnitView
- Apply tinting to checkerboard for defended borders
- borderColor() checks all neighbors to determine the worst relationship
status
- Embargos take priority.
<img width="1193" height="601" alt="image"
src="https://github.com/user-attachments/assets/cb516402-4f4b-473c-a31b-02397fee9203"
/>
<img width="959" height="682" alt="image"
src="https://github.com/user-attachments/assets/de01a4b9-0fd4-44b2-895d-96705b6cf30b"
/>
## 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
## Description:
SAMs will now always hit their target instead of missing sometimes.
Describe the PR.
## 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:
Lavodan
Resolves#2602
## Description:
tldr: `npm run docs:map-generator`
Adds documentation to the `map-generator` go code.
This has no functional changes, other than the renaming of the package.
I used the github url, though this can be set to anything as long as it
contains a `.` so that the docs parse it correctly. Go doc best
practices seem a little verbose and terse, but attempted to comply
Future Facing (to get these docs viewable without running locally):
- Wait until the -http issue is sorted, then these are easy to
statically host alongside builds
- Could use the legacy `godoc`
- Could do formatting after outputting the `txt` output
## Change List:
- Add documentation to all types/fns in map-generator go code
- Ensure this outputs correctly with `go doc`
- Add `docs:map-generator` command to package.json. This runs `go doc`
in `map-generator` w/ appropriate flags to generate full documentation.
(see notes in readme)
- rename `map-generator` module to work around pkgsite assuming all
packages without a . are stdlib (this makes `-http` work at all)
- Add new sections to README and update existing sections
- Add additional references to locations in the primary code base where
things can be found
- Update documentation in the ts theme files to add output color
mappings - this ensures that everything needed to trace the input file
-> in game rendered asset is fully documented.
## 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:
tidwell
## Description:
Saw lots of `"cannot send ship to Player"` warnings in the console.
It was caused by `randomBoatTarget` not checking if the target is
reachable by boat.
It also caused the for loop in `randomBoatTarget` to exit too early (=>
no boat sent).
So I added a `canBuildTransportShip` check. Because this runs expensive
(?) pathfinding I added a `unreachablePlayers` Set to optimize
performance.
## 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:
Multiple people in the game-feedback dc channel are complaining that
nations are too strong. To make the FFAs feel more like `PvP` instead of
`PvPvE`, switch to the easy difficulty.
Unlike humans, the easy nations cannot execute parallel bot attacks at
all, making them expand much slower.
Also their `maxTroops`, `troopIncreaseRate` and `startManpower` configs
are lower than the human ones.
They are easier to ally, etc...
And I have some dumbing-down ideas ready.
**Proposal:** We could introduce "modifiers" to public games in the
future: Higher difficulty nations (for people who like PvPvE), random
spawn, compact map, MIRVs disabled, ...
## 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:
This is a previously approved PR with an additional commit that fixes
case when nations change spawn & jump around, their previous territory
wasn't getting deleted.
## 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: Evan <evanpelle@gmail.com>
## Description:
Following the hotkey cursor price textbox addition of #2650, this
feature adds the option to enable and disable the visual feature via the
User Settings menu or the Basic Settings modal in game. Also added a
[new icon](https://thenounproject.com/icon/pay-per-click-2586454/) for
the Basic Settings modal from the Noun Project and added credit for it
to the `CREDITS.md` file.
### Video Demo
https://github.com/user-attachments/assets/1667081e-45e3-4b11-9bda-3f00c341e03c
### User Settings Menu
<img width="1029" height="1436" alt="image"
src="https://github.com/user-attachments/assets/e4e6bf6d-db59-463a-81fb-f622ef6e3931"
/>
### Basic Settings Menu
<img width="964" height="1545" alt="image"
src="https://github.com/user-attachments/assets/6b083655-b96e-4937-95d6-f3458858f03d"
/>
## 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
## Description:
This PR removes the nation strength. Reasoning:
- It is currently unused. The backstory can be found in #2498
- It forces map-makers to do balancing work, which is probably not a
good idea
- It increases map-making work
- It increases nation balancing complexity by a lot (we need to have all
the json files in mind)
- It makes humans avoid map areas completely because there is always
that one, same, strong nation
- The map lead Nikola123 wants to "not deal with the stupid nations and
their balancing"
If the goal of nation strength was to make them feel different I would
suggest a nation personality system. Nations that love to boat, love to
ally, love to nuke, love to fullsend, etc.
Link to a discord discussion about nation strength:
https://discord.com/channels/1359946986937258015/1360078040222142564/1450973197251117218
## 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:
1. Moved the currently very small betrayal logic from `AiAttackBehavior`
to `NationAllianceBehavior` because it makes more sense to have it
there.
3. Very small bugfix in `AiAttackBehavior::shouldAttack()`: the numbers
in the two `random.chance` calls were the wrong way round.
4. `NationExecution` was quite big and a lot of it was about MIRVs. So I
moved all the MIRV logic to the new `NationMIRVBehavior`.
5. `emoji()` and `maybeSendEmoji()` did not really fit in
`AiAttackBehavior`. So I moved it to the new `NationEmojiBehavior` (and
did some renaming for clarity). I'm planning to extend that class in a
future PR.
2. Reordered methods in `AiAttackBehavior` to easily find related
methods.
6. Reordered methods in `NationExecution` to easily find related
methods.
## 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 dynamic textbox under the cursor and populates it with
price when a keyboard hotkey is pressed. Prices update correctly based
on current value of the structure or strike being purchased, even if the
value is 0 (during `Infinite Gold` mode). Price value updates live even
if the price box is currently being shown (for example, when voluntarily
removing a structure causes the price to change. See video below).
### Video Demo
https://github.com/user-attachments/assets/3f974268-c14b-4129-9629-5a0f7db8b30c
The more in depth demo was too big for GitHub, but I uploaded it on the
Discord
https://discord.com/channels/1284581928254701718/1447907175522504704/1451483322260914297
### Live price updates on tooltip
https://github.com/user-attachments/assets/0d98739c-6f24-4fcd-a047-cc304e7e86aa
### Works with `Infinite Gold` mode
https://github.com/user-attachments/assets/25bd2919-77cd-4735-8c3f-043306f53b8f
## 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
## Description:
Fixed a small typo found in-game. No functional changes, UI changes, or
behavior changes beyond correcting displayed text.
## Checklist
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through `translateText()`
and 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
## Contact
Discord username: **Sashazach#sashazach**
## Description:
The image for "Control Panel" and "Options" in the instructions are
outdated (control panel still shows the troop / worker slider bar,
options are still emoji buttons). Updated images to reflect new control
panel and options UI.
### Previous Control Panel:
<img width="717" height="491" alt="image"
src="https://github.com/user-attachments/assets/56a3620e-f76f-494d-bea0-67c4fa4b6b03"
/>
### New control panel:
<img width="823" height="480" alt="image"
src="https://github.com/user-attachments/assets/1a47aadd-57ee-4982-a737-db32f3ad60d0"
/>
### Previous Options:
<img width="891" height="519" alt="image"
src="https://github.com/user-attachments/assets/9c719f13-e3bc-41c2-95ab-fe9d4351ee27"
/>
### New Options:
<img width="713" height="518" alt="image"
src="https://github.com/user-attachments/assets/405c8c53-0f63-46e0-8444-d4e157dbd666"
/>
## 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