## Description:
Show bonus amount on currency packs
- Add `bonusAmount` field to `PackSchema` (non-negative int)
- Render a rotated green corner ribbon (`+X FREE!`) on pack tiles when
`bonusAmount > 0`
- Add `cosmetics.free` translation key with `numFree` param
<img width="720" height="359" alt="Screenshot 2026-05-12 at 7 40 12 AM"
src="https://github.com/user-attachments/assets/3dd70fc4-c922-47f4-aee6-055047b58563"
/>
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:
evan
## Description:
improvements to clan ui.
<img width="788" height="290" alt="image"
src="https://github.com/user-attachments/assets/736ca147-bff4-44d8-8180-7b80a85556fe"
/>
added "expand all" and new collapsible sections.
<img width="787" height="550" alt="image"
src="https://github.com/user-attachments/assets/deb2f813-854b-46a9-a767-52c4f749f30f"
/>
which changes to collapse all when expanded
also adds more info about team (d,t,q,2,3,4,5,6,7 team)
## 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:
w.o.n
## Description:
Continuation from #3276
Adds the complete client-side clan UI as a Lit web component
(`<clan-modal>`), a typed API client with Zod-validated responses,
shared response schemas, and a reusable `<confirm-dialog>` component.
### New: `ClanModal.ts`
| View | What it does |
|------|-------------|
| **My Clans** | Lists joined clans + pending join requests (built from
`/users/@me`, no extra fetches) |
| **Browse** | Search by tag (min 3 chars), paginated results,
configurable per-page (10/25/50) |
| **Clan Detail** | Stats, paginated + searchable member list, role
badges, join/leave/request actions |
| **Manage** | Edit name (max 35 chars) + description, toggle
open/invite-only, disband |
| **Transfer** | Leadership transfer with member selector + confirmation
|
| **Requests** | Approve/deny join requests (leader/officer) |
| **Bans** | View and unban (leader/officer) |
| **My Requests** | View and withdraw outgoing requests |
### New: `ConfirmDialog.ts`
Reusable `<confirm-dialog>` Lit component — replaces native
`confirm()`/`prompt()` which are blocked or broken on mobile and
CrazyGames iframes. Supports danger/warning variants and an optional
textarea (used for ban reasons). Fires `confirm`/`cancel` events.
### New: `ClanApi.ts`
Typed API client covering all clan endpoints. Every response is
Zod-validated. Auth header is always last in the spread (can't be
overridden by callers). Unknown server error messages always fall back
to a generic client-side string — never displayed verbatim.
### New: `ClanApiSchemas.ts` (in `src/core/`)
Shared Zod schemas for clan API responses with max-length constraints on
`name` (35) and `description` (200). Lives in `core/` so it can be
consumed by both client code and the leaderboard table.
### Modified: `ApiSchemas.ts`
- Added `clans` and `clanRequests` arrays to `UserMeResponseSchema`
- Moved clan leaderboard schemas out to `ClanApiSchemas.ts`
- Renamed `LeaderboardClanTagSchema` → `RequiredClanTagSchema`
### Modified: `Api.ts`
- Added `invalidateUserMe()` to bust the cached `/users/me` response
after mutations
- Removed `fetchClanLeaderboard` (moved to `ClanApi.ts`)
### Tests
- `ClanModal.test.ts` — rendering, view navigation, user actions
- `ClanApiQueries.test.ts` — fetch functions, error handling, pagination
- `ClanApiMutations.test.ts` — join, leave, kick, ban, promote,
transfer, etc.
- `ClanApiBans.test.ts` — ban/unban calls and error paths
- `ClanApiSchemas.test.ts` — Zod schema validation edge cases
- `LeaderboardModal.test.ts` — updated imports
## Notable design decisions
- **Not-logged-in state** — shows "Sign in to join clans" instead of
false "no clans" empty state
- **Rate limit feedback** — reads `Retry-After` header and surfaces wait
time to the user
## 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:
w.o.n
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
Version identifier within MLS: v5.3
[Changed languages]
- fr
- ru
- uk
[Change volume]
- Changed languages: 3
- Changed files: 3
- Changed lines: 6165
- metadata.json: unchanged
Final reviewer: meow02952
This PR was generated by the PR sender tool, then checked and submitted
by the final reviewer.
## 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:
aotumuri
updates wording to "Public Player ID"
## Description:
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:
w.o.n
## Description:
Change inspired by Territorial.io . Renames the Mediterranean sea map to
Mare Nostrum, the ancient name of the sea given by the Romans. The NPCs
of the map are already roman provinces, so this change is more thematic
and also adds a creative name like "Gateway to the Atlantic" and
"Between Two Seas"
## 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:
tri.star1011
## Description:
Add Map - Los Angeles (With Roads)
Whats NY without LA? What is LA without its roads? Here is a larger map
where I have turned LAs road network into rivers. Nations named to areas
of the city or surrounding area. Map geo data is from OpenTopography. I
stenciled the highways from screenshots of online maps and some artistic
choice.
https://discord.com/channels/1284581928254701718/1482605671697613081/1482605671697613081https://www.youtube.com/watch?v=6td9wiQKE9s
## 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
##Discord username
PlaysBadly
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
Adds map of the Baja California peninsula in Mexico. Majority of this
map is brown terrain to simulate the (Sonora) desert
Mexican and American states as NPCs. The peninsula while having little
landmass is balanced by the fact it will be very easy to pirate from it
<img width="503" height="583" alt="Captura de pantalla 2026-04-18
151337"
src="https://github.com/user-attachments/assets/b1acd93a-fbe4-4d17-95b6-5f4c86ec872f"
/>
Relief data from OpenTopography, already credited
## 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:
tri.star1011
## Description:
Adds Archipelago Sea map. The island map to end all island maps.
This is a real location in Southwest Finland, famous for being the
archipelago with the most islands in the world.
This map is made for the very loud playerbase who enjoys naval maps.
This is probably the most heavy naval map we are gonna get. Given this
is a very experimental and unorthodox map like amazon or 4islands, it
has a rotation of 3 , low but still should pop in for people who prefer
island maps.
https://github.com/user-attachments/assets/19b32a4f-825b-4b82-aec3-b24c387b9cdd
## 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:
tri.star1011
Resolves#3685
## Description:
Adds fullscreen support for both desktop and mobile:
**Desktop / Android** — a fullscreen toggle button in the in-game HUD
(right sidebar), next to the settings button. Icon switches between
expand/compress depending on current state, synced with
`fullscreenchange` event (works with F11 too). Hidden on browsers that
don't support `document.fullscreenEnabled`.
**iOS** — since Safari doesn't support the Fullscreen API, a dismissible
banner is shown on the main screen (above the lobby cards) explaining
how to add the game to the Home Screen for a fullscreen experience. The
banner includes:
- **How** button — opens a step-by-step guide modal with iOS version
detection (iOS 26+ shows updated steps for the new ··· menu location,
including the extra Share step inside the menu)
- **Later** — hides until next visit
- **Never** — permanently dismisses via localStorage
- **Click here** button styled as a speech bubble with a tail pointing
toward the Share button location (center for iOS ≤18, right for iOS 26+)
All user-facing strings are wired through `translateText()` with keys
added to `en.json`.
## 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
## UI changes:
### For [Fullscreen API supported
browsers](https://caniuse.com/?search=fullscreen+api):
https://github.com/user-attachments/assets/026e6a67-d070-4a7e-897b-52396a43191e
### For safari on ios: (add to homescreen modal)
<img width="375" height="667" alt="IMG_2242"
src="https://github.com/user-attachments/assets/9d0a6454-8512-44cf-b6ed-989de3ff02bc"
/>
<img width="648" height="1292" alt="CleanShot 2026-04-22 at 11 29 27@2x"
src="https://github.com/user-attachments/assets/dba1c218-2b73-4bc0-ac7d-14962eb79327"
/>
## Please put your Discord username so you can be contacted if a bug or
regression is found:
fghjk_60845
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Description:
(re-submission of older PR because the old one had too many merge
conflicts)
Re-adds and reworks the previously April Fools "Reglaciated Antarctica"
as a new map, this time with proper elevation data: Map of Antarctica
centered in the South Pole.
The "appeal" of this a map is that it has no green terrain. (As such it
has a really low rotation number (of 1). )
This also completes the Continental map category (antarctica was the
only continent out of the traditional 7 missing).
https://github.com/user-attachments/assets/28302464-c533-483e-8a1b-2699093921ff
The base map image is a composite of 2 relief maps from 2 different
sources, both properly credited
## 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:
tri.star1011
Co-authored-by: iamlewis <lewismmmm@gmail.com>
Original Feature request by @FloPinguin
Resolves#3077
## Description:
Adds hotkeys for Requesting alliances and breaking alliances. This
allows for players to send or break alliances whose tile is under the
cursor, without opening the radial menu.
Keybinds:
New "Ally Keybinds" section in Settings -> Keybinds
Request alliance: Default: K - sends an alliance request to the
player/bot/nation under the cursor
Break alliance: Default: L - breaks the alliance with the player at the
cursor
Behavior:
- Cursor must be over a tile owned by the target player. The action runs
only when the game allows it, following the same logic as the radial
menu. (canSendAllianceRequest and canBreakAlliance)
- When an alliance request is sent, the events log shows: "Alliance
request sent to [target]" for confirmation. No extra message for
breaking an alliance (betrayal/debuff message already exists and is sent
upon breaking an alliance)
## Screenshots:
Keybind menu:
<img width="739" height="595" alt="image"
src="https://github.com/user-attachments/assets/ee958eab-fd50-4971-85c5-dfd49c6f0bdc"
/>
In game logs:
<img width="373" height="232" alt="image"
src="https://github.com/user-attachments/assets/2cf6bb07-5f0d-425a-82d3-65a44fef99c5"
/>
## 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
Discord username:
_Dave9595_
Resolves#3666
## Description:
Adds RTS-style box selection for warships. Hold Shift and drag (desktop)
or long-press and drag (touch/mobile) to draw a selection rectangle —
all player-owned warships inside get selected at once. A subsequent
click/tap on water sends them all to that location.
- `SelectionBoxLayer` — pixel-dashed rectangle in world-space, player
territory color; shared between desktop and touch
- `UILayer` — same pulsing selection outline on each box-selected
warship; clears correctly when switching between single/multi selection
- `UnitLayer` — finds warships in screen rect, filters inactive ships
before sending; touch support included
- `InputHandler` — Shift+drag and touch long-press+drag both emit
selection box events; cursor becomes crosshair on Shift; discards active
ghost structure on Shift press; configurable via `shiftKey` keybind
- `Transport` — single atomic `move_multiple_warships` intent (no split
on socket drop)
- `Schemas` + `ExecutionManager` + `MoveMultipleWarshipsExecution` —
server fans out atomic intent into individual `MoveWarshipExecution` per
ship
- `DynamicUILayer` — `MoveIndicatorUI` chevron animation on target tile
for both single and multi move
- `UnitDisplay` — warship tooltip Shift hint via `translateText`
- `HelpModal` — new hotkey row: Shift + drag → select multiple warships
## 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
## UI update
### Mouse + Keyboard
https://github.com/user-attachments/assets/3f35ab5e-1f3c-4c5d-bc4f-aabccf64dc60
### Touch
https://github.com/user-attachments/assets/0d6aec3f-44fa-4fee-b5c6-b267b9b14d79
##
## Please put your Discord username so you can be contacted if a bug or
regression is found:
fghjk_60845
## Description:
Players with the `admin` flare can now kick players from any game
(including public lobbies), not just the lobby creator in private
lobbies.
## 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:
w.o.n
## Description:
Instead of begging youtubers to share their game id to be able to debug:
Display the current game ID in the top-right corner of the in-game
leaderboard panel (there was unused space)
<img width="391" height="326" alt="image"
src="https://github.com/user-attachments/assets/8b0aa7c2-fc8c-48e5-ae11-edd60fd40de9"
/>
## 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:
Re-submission of older PR:
https://github.com/openfrontio/OpenFrontIO/pull/3617
<img width="612" height="396" alt="image"
src="https://github.com/user-attachments/assets/955a0b2e-1df9-4fa3-a389-235f46a90f69"
/>
Regarding Bering Sea and Bering strait maps:
<img width="576" height="87" alt="image"
src="https://github.com/user-attachments/assets/f57031eb-f9c0-4e1e-83ff-204df51bb6c2"
/>
<img width="589" height="93" alt="image"
src="https://github.com/user-attachments/assets/629e71ba-489f-41cf-b67e-2476af8704f2"
/>
Because of mixed opinions about replacing the maps, i propose at least
this temporary compromise: Bering Sea gets added as a new map and Bering
Strait gets its rotation lowered to a small number. Since the classic
maps are probably being taken off rotation, we should have some small
breathing space for the 2 maps.
In the near future we should discuss between mapmakers in the dev server
whether we keep, replace or completely take Bering Strait off rotation,
and/or a community poll.
## 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:
tri.star1011
## Description:
Version identifier within MLS: v5.1
[Changed languages]
- bg
- de-CH
- fr
- id
- ru
- uk
- zh-CN
[Change volume]
- Changed languages: 8
- Changed files: 8
- Changed lines: 9222
- metadata.json: unchanged
Final reviewer: meow02952
This PR was generated by the PR sender tool, then checked and submitted
by the final reviewer.
## 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:
aotumuri
## Description:
This PR adds support for `Shift+<key>` keybind combinations across the
entire keybind system.
Previously, keybinds only supported a single key (e.g. `KeyB` for boat
attack). Now any keybind can be configured as `Shift+KeyB`, which will
only trigger when Shift is held down simultaneously.
Enables to use Shift + A for "select all" feature from #3677
**Changes:**
- `InputHandler.ts`: Added `parseKeybind()` helper that parses
`"Shift+KeyB"` → `{ shift: true, code: "KeyB" }`. Added
`keybindMatchesEvent()` for consistent matching across all keyup/keydown
handlers. Updated `resolveBuildKeybind()` and all keybind comparisons to
respect the shift modifier.
- `SettingKeybind.ts`: When recording a keybind, lone modifier keys
(Shift, Ctrl, etc.) are skipped — the component waits for the actual
key. If Shift is held when the key is pressed, the value is stored as
`"Shift+<code>"`.
- `Utils.ts`: `formatKeyForDisplay()` now handles the `Shift+` prefix,
displaying e.g. `"Shift+B"`.
- `tests/InputHandler.test.ts`: Added 6 tests covering Shift+ keybind
matching, negative cases (plain key not triggering Shift-bound action),
coexistence of `Digit1` and `Shift+Digit1` on different actions, and
Numpad alias support with Shift.
## 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
## UI changes:
<img width="2255" height="2070" alt="CleanShot 2026-04-15 at 20 23
25@2x"
src="https://github.com/user-attachments/assets/96c19fc3-6294-40b7-82eb-3fde52b71618"
/>
## Please put your Discord username so you can be contacted if a bug or
regression is found:
fghjk_60845
## Description:
Adds a new `warning` news type to the news banner system and uses it to
display a Firefox performance notice.
Changes:
- Added `warning` type with red styling to `NewsBox.ts`
- Added `news_box.warning` key (`"WARNING"`) to `en.json`
- Added Firefox performance notice to `resources/news.json` using the
new `warning` type
- Added `news_box.*` dynamic key pattern to `TranslationSystem.test.ts`
to fix unused key detection
## 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
## UI change:
<img width="2101" height="1770" alt="CleanShot 2026-04-16 at 15 04
35@2x"
src="https://github.com/user-attachments/assets/7a8b9290-4216-4799-b271-606afd9b8723"
/>
## Please put your Discord username so you can be contacted if a bug or
regression is found:
fghjk_60845
## Description:
- Adds a "Host Cheats" toggle in the private lobby options section that
reveals a dedicated section with four host-only cheats: infinite gold,
infinite troops, gold multiplier, and starting gold
- Only the lobby creator receives the cheat effects in-game (checked via
`isLobbyCreator` in DefaultConfig)
- Joining players see active host cheats displayed as yellow badges in
the lobby UI
- Adds `hostCheats` optional object to `GameConfigSchema` and wires it
through the server config update whitelist
- Raises the intent size limit for `update_game_config` messages
(lobby-only, not stored in turn history) to prevent rate-limiter kicks
(I always got too-much-data-kicked after selecting "host cheats" lol)
<img width="861" height="525" alt="image"
src="https://github.com/user-attachments/assets/51e51ec4-c2e8-46ca-b258-11a93487964f"
/>
<img width="933" height="825" alt="image"
src="https://github.com/user-attachments/assets/5acbd38d-2097-42e1-ba78-0fb17d6afe82"
/>
## 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:
Adds map of the Caucasus. This map is made especifically because of the
new update that allows ports to be placed on smaller bodies of water,
rather than just the largest one.
This map has 2 disconnected, large bodies of water of similar size
(Black and Caspian seas), which would create 2 independent trade
systems, creating a more dynamic economy.
<img width="667" height="541" alt="Captura de pantalla 2026-04-13
195810"
src="https://github.com/user-attachments/assets/d980b831-d920-4a2e-9d92-40a7be96ead6"
/>
<img width="539" height="439" alt="Captura de pantalla 2026-04-13
200005"
src="https://github.com/user-attachments/assets/e973a66a-8796-40dc-b8b3-39b49f687609"
/>
## 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:
tri.star1011
## Description:
Caps & Plutonium can be used to purchase different cosmetics.
* The cosmetic button can display pluto/caps/dollars
* Create a "purchaseCosmetic" helper function that handles purchase
logic
## 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:
Add Map - Conakry
Dataset from OpenTopography. Map rotated 45 degrees from north. This is
a 'long' map in a similar catagory as Amazon River with public rotation
adjusted to match. Different than Amazon in that its stubbier, one
sided, and has various terrain obstacles. Also its a really cool looking
piece of geography.
https://www.youtube.com/watch?v=OsMDbnnOOkohttps://discord.com/channels/1284581928254701718/1481689305960288477/1481689305960288477
I removed an additional bot from the far left to help balance the map.
Some rivers were extended past realism to help section off the map in
areas. Size of map kept below average intentionally.
## 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
PlaysBadly
## Description:
Adds a currency pack system to the store. Players can purchase packs of
in-game currency (Plutonium and Caps) via Stripe checkout.
What's new:
* Pack schema (PackSchema) — new cosmetic type with currency
(hard/soft), amount, and displayName
* "Packs" tab in the Store — renders purchasable currency packs using
existing CosmeticButton infrastructure
* Stripe checkout flow — new createCurrencyPackCheckout API call and
handlePackPurchase handler
* Currency display in Account modal — shows Plutonium and Caps balances
when logged in
I* con components — <plutonium-icon> (animated green glow + rotate) and
<cap-icon> with new SVG assets
* Currency in UserMeResponse — player.currency.hard /
player.currency.soft added to the API schema
## 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 a new `waterNukes` game config option that causes nuclear
detonations to convert land tiles into water instead of just leaving
fallout. When enabled, nuked land tiles are batched and converted to
water each tick, with full terrain metadata updates including:
- Ocean bit propagation from adjacent ocean tiles (BFS flood fill)
- Magnitude recomputation via BFS from remaining coastlines
- Shoreline bit fix-up in a 2-ring neighborhood around converted tiles
- Minimap terrain sync (majority-rule downsampling)
- Throttled water navigation graph rebuild (every 20 ticks) for ship
pathfinding
- Ship executions detect graph rebuilds and refresh their pathfinders
- TransportShips auto-retreat if their destination becomes water
- Water nuke craters use a smoothed angular noise ring with a
bounding-box scan instead of the regular per-tile random coin flip with
BFS, producing clean blob-shaped craters without scattered land pixels
that players would have to boat to individually
The `TerrainLayer` now incrementally repaints tiles that changed terrain
type, and tile update packets encode the terrain byte alongside tile
state so clients can reflect water conversions in real time.
When `waterNukes` is disabled, behavior is unchanged (fallout only).
Includes a new test suite (WaterNukes.test.ts) covering the conversion
pipeline, ocean propagation, magnitude recalculation, shoreline updates,
and minimap sync.
Also adds a new public game modifier for the special rotation.
### The only problem
A bit of lag on impact. But otherwise it works great and is fun. Maybe
needs some followup improvements if it gets merged.
I think its very cool in baikal / four islands team games. Chip away the
territory of your opponents.
Its also fun to turn The Box / Alps into a water map (its actually
possible to boat-trade then)
### Media
Video does not show the updated craters
https://github.com/user-attachments/assets/aed8bf08-0e94-4484-b997-4de11ae313d9
Updated craters (no tiny islands after impact):
<img width="1920" height="1080" alt="image"
src="https://github.com/user-attachments/assets/e896870b-bc9d-493d-8bc8-b3a5427d69d3"
/>
<img width="1472" height="920" alt="image"
src="https://github.com/user-attachments/assets/677065aa-0159-48cd-af44-a91b0f57adfc"
/>
<img width="1296" height="892" alt="image"
src="https://github.com/user-attachments/assets/886ffaba-541f-4e46-97c6-ce963f632fe0"
/>
## 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
Resolves#2998
## Description:
Adds a news box to the lobby homepage that advertises upcoming clan
tournaments, weekly tournaments, and new player tutorials. The component
sits above the username input and cycles through items automatically.
<img width="1138" height="591" alt="screenshot-2026-03-31_00-48-33"
src="https://github.com/user-attachments/assets/4b79287d-6aca-4c81-9bfe-36aad043f381"
/>
<img width="1107" height="595" alt="screenshot-2026-03-31_00-48-24"
src="https://github.com/user-attachments/assets/598e6b8b-e0f2-4864-a5fb-a00c0cc98f37"
/>
<img width="1367" height="599" alt="screenshot-2026-03-31_00-48-04"
src="https://github.com/user-attachments/assets/14f74e70-9dc0-4d67-af6e-c4708e539490"
/>
## 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:
deathllotus
---------
Co-authored-by: Evan <evanpelle@gmail.com>
## Description:
Adition of Strait of Malacca map
It adds a new map, requested by
Coolson
awildcoolson
Describe the PR.
The map added is a map inspired by the strait of Malacca, it contains
two large landmasses and some islands
## 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:
lerithmercano
---------
Co-authored-by: Ricky G.P. <realtacoco@gmail.com>
Co-authored-by: VariableVince <24507472+VariableVince@users.noreply.github.com>
## Description:
Skip slow and blocking LocalStorage reads, replace by a Map. Also some
refactoring.
### Contains
- No out-of-sync issue between main and worker thread: Earlier PRs got a
comment from evan about main & worker.worker thread having their own
version of usersettings and possibly getting out-of-sync (see
https://github.com/openfrontio/OpenFrontIO/pull/760#pullrequestreview-2845155737,
https://github.com/openfrontio/OpenFrontIO/pull/896#pullrequestreview-2871836979
and https://github.com/openfrontio/OpenFrontIO/pull/1266.
But userSettings is not used in files ran by worker.worker, not even 10
months after evan's first comment about it. In GameRunner,
createGameRunner sends NULL to getConfig as argument for userSettings.
And DefaultConfig guards against userSettings being null by throwing an
error, but it has never been thrown which points to worker.worker thread
not using userSettings. So we do not need to worry about syncing between
the threads currently.
(If needed in the future after all, we could quite easily sync it, by
loading the userSettings cache on worker.worker and listening to the
"user-settings-changed" event @scamiv to keep it synced (changes in
WorkerMessages and WorkerClient etc would be needed to handle this).
- Went with cache in UserSettings, not with listening to
"user-settings-changed" event: "user-settings-changed" was added by
@scamiv and is used in PerformanceOverlay. Which is great for single
files that need the very best performance. But having to add that same
system to any file reading settings, scales poorly and would lead to
messy code. Also, a developer could make the mistake of not listening to
the event and it would end up just reading LocalStorage again just like
now. Also a developer might forget removing the listener or so etc. The
cache is a central solution and fast, without changes to other files
needed and future-proof.
- Make sure each setting is cached: UserSettingsModal was using
LocalStorage directly by itself for some things. Made it use the central
UserSettings methods instead so we avoid LocalStorage reads as much as
possible. For this, changed get() and set() in UserSettings to getBool()
and setBool(), to introduce a getString() and setString() for use in
UserSettingsModal while keeping getCached() and setCached() private
within UserSettings.
- Remove unused 'focusLocked' and 'toggleFocusLocked' from UserSettings:
was last changed 11 months ago to just return false. Since then we've
moved to different ways of highlighting and this setting isn't used
anymore. No existing references or callers are left.
- Other files:
-- Have callers call the renamed functions (see point above)
-- Remove userSettings from UILayer and Territorylayer: the variable is
unused in those files. Also remove from GameRenderer when it calls
TerritoryLayer.
-- Cache calls to defaultconfig Theme (which in turn calls dark mode
setting)/Config better in: GameView and Terrainlayer.
### Update on Contents later on
It wasn't really in scope of this PR but further consolidation was
called for. These changes could also pave the way for UserSettingsModal
(main menu) perhaps being partly mergable with SettingsModal (in-game)
one day as it begins to look more like it. Even though UserSettingsModal
still does things its own way, and does console.log where SettingsModal
doesn't, etc. They both have partially different content and settings
but also have a large overlap.
- UserSettings: Removed localStorage call from clearFlag() and setFlag()
which were added after creation of this PR, and were neatly merged in
silence without merge conflicts so i wasn't aware of them yet until now.
- UserSettings: added key constants, exported to use both inside
UserSettings and in files that listen to its events.
- UserSettings 'emitChange': now done from setCached, removed from
setBool, setFlag etc. Also removed from the new setFlag. And from
setPattern even though it emitted "pattern" instead of key name
"territoryPattern"; now it emits the default "territoryPattern" from
PATTERN_KEY which is re-used in Store, TerritoryPatternsModal and
PatternInput.
- UserSettingsModal: made UserSettingsModal call existing toggle
functions in UserSettings, or new or existing getter or setter. We do
not need CustomEvent: checked anymore. In UserSettingsModal, its toggle
functions did not all actually toggle, some like
toggleLeftClickOpensMenu actually just set a value. Based on the
'checked' value of the CustomEvent. But we don't need that 'checked'
value anymore and none of the checks for it inside the toggle functions
in UserSettingsModal, now that we just directly call
toggleLeftClickOpensMenu and others in UserSettings.
- SettingToggle: continuing about not needing CustomEvent anymore: the
old way actually fired two events. The native change event from <input>
and our own CustomEvent from handleChange in SettingToggle. It prevented
handling both events by checking e.detail?.checked === undefined. But
now, the native <input> event is all we need to show the visual toggle
change and trigger @changed in UserSettingsModal which calls the toggle
function.
- Use the toggle functions too from CopyButton and
PerformanceOverlay.ts. In PerformanceOverlay, change in
onUserSettingsChanged was needed because of how setBool works.
- UserSettingsModal 'toggleDarkMode': in UserSettingsModal, removed the
event from toggleDarkMode in UserSettingsModal; nothing is listening to
this event anymore after DarkModeButton.ts was removed some time ago.
Also both UserSettingsModal an UserSettings added/removed "dark" from
the document element. Now that UserSettingsModal calls toggleDarkMode in
UserSettings, we could centralize that. But UserSettings is in core, not
in client like UserSettingsModal. But now that we emit
"user-settings-changed", we could handle it even more centralized and
not have UserSettingsModal or UserSettings touch the element directly.
Instead have Main.ts listen to the event and change it dark mode from
there.
- UserSettings: added claryfing comment to attackRatioIncrement and the
new attackRatio setters/getters, to explain their difference. Noticed a
small omitment in its description and fixed that right away in en.json:
you can change attack ratio increment by shift+mouse wheel scroll or by
hotkey. So made "How much the attack ratio keybinds change per press"
also mention "/scroll."
**BEFORE** (with getDisplayName added back to NameLayer as a fix i will
do soon)
get > getItem in UserSettings

renderLayer in NameLayer (with getDisplayName added back to NameLayer as
a fix i will do soon)

**AFTER** (with getDisplayName added back to NameLayer as a fix i will
do soon)
getCached in UserSettings

renderLayer in NameLayer (with getDisplayName added back to NameLayer as
a fix i will do soon)

## 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:
https://github.com/user-attachments/assets/f2216dec-72aa-497a-89cc-169c2a40021e
* Fortnite-style rarity system for cosmetics: New CosmeticContainer
component applies tier-based visual styling (gradient backgrounds,
glowing borders, hover effects) to flag and pattern cards across 5
rarity tiers: Common, Uncommon, Rare, Epic, and Legendary
* Legendary hover effects: Scale-up animation, pulsing orange glow,
shimmer sweep, rotating border sweep, corner sparkles, and screen
dimming backdrop
* Epic hover effects: Purple shimmer sweep glint on hover
* Purchase button overhaul: Green ember particles on container hover
(non-common only), 40-particle burst stream on button hover, pulsating
green glow, shimmer streak animation, and loading spinner on click
* Clickable cosmetic cards: Clicking anywhere on a purchasable card (not
just the purchase button) triggers the purchase flow
* Refactored components: ArtistInfo renamed to CosmeticInfo (now shows
rarity and color palette in tooltip),
* Forward-compatible rarity schema: rarity field uses .or(z.string()) so
unknown backend values won't break the client
## 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:
Highly requested map. Map of the 5 Great Lakes (Superior, Michigan,
Huron, Erie and Ontario) with adjacent rivers and lakes. Local cities
and towns as nations / NPCs.
https://github.com/user-attachments/assets/157346fa-e3e6-4d63-9f51-46bae002d529
(Kinda obvious we needed this location at some point)
## 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:
tri.star1011
## Description:
Re Add map Dyslexdria. I adjusted the rivers to make boat traffic go
through main channels isntead of shortcuts. Flags adjusted. Correct
thumbnail added
## 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
## Discord username
Plays Badly
## Description:
Add Closed-Back for april-folls
## 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:
aotumuri
## Description:
Add Closed-Back for april-folls
## 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:
aotumuri
Re-submission, previous request was not branched properly.
Add custom map Dyslexdria. Based off of large_world_map_recolor.tif and
rivers from the XL World map. Map is intended for long term use.
Suggesting that map be used as an April Fools gag by replacing thumbnail
and title with 'World' during first run.
<img width="995" height="721" alt="dyslexdria screenshot"
src="https://github.com/user-attachments/assets/8826839f-b4e0-431d-af9c-0b0e43dc601d"
/>
- [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
- Build log, screen shots, and test videos.
https://discord.com/channels/1284581928254701718/1456890656147374080
PlaysBadly
---------
Co-authored-by: Duwibi <86431918+Duwibi@users.noreply.github.com>
Co-authored-by: VariableVince <24507472+VariableVince@users.noreply.github.com>
Fixes this display bug, says "WORLD ROTATED" now
<img width="235" height="140" alt="image"
src="https://github.com/user-attachments/assets/dc8bb97d-350a-4ced-a63d-f3564479ba41"
/>
- [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
regression is found:
FloPinguin
Requesting that these 4 maps be added temporarily for the April Fools
holiday. Included are:
- A wider version of the Amazon River to allow for larger ships.
- An edit of The Box with more varied terrain.
- A modification to The World which optimizes play for mobile users.
- A custom remix to Antarctica which re-adds ice to the map.
All maps are edits of existing work. All maps have been added as their
own individual map files rather than edits to existing files for ease of
management.
<img width="912" height="1067" alt="temp"
src="https://github.com/user-attachments/assets/089ef59f-8bdf-4c86-b479-620b8c220c3a"
/>
https://discord.com/channels/1284581928254701718/1483786939332169830
- [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
PlaysBadly
Re-submission, previous request was not branched properly.
## Description:
Add custom map Dyslexdria. Based off of large_world_map_recolor.tif and
rivers from the XL World map. Map is intended for long term use.
Suggesting that map be used as an April Fools gag by replacing thumbnail
and title with 'World' during first run.
<img width="995" height="721" alt="dyslexdria screenshot"
src="https://github.com/user-attachments/assets/8826839f-b4e0-431d-af9c-0b0e43dc601d"
/>
- [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
## Following:
- Build log, screen shots, and test videos.
https://discord.com/channels/1284581928254701718/1456890656147374080
## Discord username:
PlaysBadly
---------
Co-authored-by: Duwibi <86431918+Duwibi@users.noreply.github.com>
Co-authored-by: VariableVince <24507472+VariableVince@users.noreply.github.com>
## Description:
Fixes this display bug, says "WORLD ROTATED" now
<img width="235" height="140" alt="image"
src="https://github.com/user-attachments/assets/dc8bb97d-350a-4ced-a63d-f3564479ba41"
/>
## 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:
Sorta fixes a visual bug:
<img width="1021" height="129" alt="image"
src="https://github.com/user-attachments/assets/2ea46fcd-d85c-4f46-a9b9-28c40b818269"
/>
By adding parity with the flag modal:
<img width="988" height="561" alt="image"
src="https://github.com/user-attachments/assets/29ca0b9f-3887-4867-b67b-8c35b026b021"
/>
(Parity
<img width="1032" height="342" alt="image"
src="https://github.com/user-attachments/assets/b9c551eb-047a-402f-8e7b-c207d967ff38"
/>
)
(code pretty much copy paste from flagmodal)
## 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:
w.o.n
## Description:
Requesting that these 4 maps be added temporarily for the April Fools
holiday. Included are:
- A wider version of the Amazon River to allow for larger ships.
- An edit of The Box with more varied terrain.
- A modification to The World which optimizes play for mobile users.
- A custom remix to Antarctica which re-adds ice to the map.
All maps are edits of existing work. All maps have been added as their
own individual map files rather than edits to existing files for ease of
management.
<img width="912" height="1067" alt="temp"
src="https://github.com/user-attachments/assets/089ef59f-8bdf-4c86-b479-620b8c220c3a"
/>
https://discord.com/channels/1284581928254701718/1483786939332169830
- [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
## Discord username
PlaysBadly