## Description:
Move the language button to the bottom left so it takes up less space.
<img width="615" height="567" alt="Screenshot 2026-01-05 at 5 54 23 PM"
src="https://github.com/user-attachments/assets/f29d5bcb-8627-493a-8c0f-1966cb9c9be6"
/>
## 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
Contributes towards the ongoing task of adding achievements: #2706
## Description:
Introduces a concept design and API implementation for singleplayer win
achievements. New row of ~5~ 4 medals is added to the map select screen
in the Singleplayer modal, one for each difficulty:
<img width="3132" height="779" alt="image"
src="https://github.com/user-attachments/assets/da8f0314-ccad-4f45-a03f-1beb46981301"
/>
In order to achieve a medal in a particular map, you must win the
singleplayer game (multiplayer and private match games don't count) in
the selected difficulty **without tampering with the options or
settings**. If any setting is changed from the default, regardless of
the difficulty, you will ~receive a fifth "Custom" medal~ not receive
the medal for that difficulty. Team games **do not** count towards the
medal achievement.
Completion of a medal will fill in the full correct color, as defined in
our `variables.css`:
<img width="694" height="778" alt="image"
src="https://github.com/user-attachments/assets/1b2d8370-aa86-4329-9402-adf43f3ef799"
/>
Completion medals can be toggled on or off (hidden by default) with the
toggle button at the top of the section:
https://github.com/user-attachments/assets/d08a58e0-b534-430e-9e8f-559134ad8852
[API implementation PR](https://github.com/openfrontio/infra/pull/234)
## 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
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
Co-authored-by: Evan <evanpelle@gmail.com>
## Description:
Didier map for the big french youtuber Fuze which already published
several OpenFront videos.
I took the real france, cut away the bordering countries and made it
look like Didier 😄
Gave it eyes, hands and feet.
Made sure we have some rivers, also put Corsica in the right bottom
corner!
It's quite large. Similar to the europe map. Has 42 nations (38 french
cities and 4 funny custom nations for the youtuber).
Made with [TsProphets map
generator](https://github.com/TsProphet94/OpenFrontMapGenerator), QGIS
and GIMP.
For public games I put a rare map frequenzy of 2 because most people
probably don't know Fuze.
@ibnhalwa from discord gave some insider knowledge about Fuze (He's
french, I'm not).
<img width="2100" height="2250" alt="image"
src="https://github.com/user-attachments/assets/5d1c3c45-4b2e-4f60-a02f-89b26f938652"
/>
<img width="1278" height="1218" alt="Screenshot 2026-01-05 184540"
src="https://github.com/user-attachments/assets/6e300bb0-6e9f-4b0f-bad8-94f031d250b1"
/>

## 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:
### Refactor
- Moved `findBestNukeTarget()` (and child methods) from
`AiAttackBehavior` to `NationNukeBehavior` because it makes more sense.
- `NationNukeBehavior`: Renamed `mg` to `game` (So its similar to the
other nation .ts files)
- Moved the `removeOldNukeEvents()` method a bit
### New features
- Impossible difficulty nations are now optimized for SAM outranging!
- 1 of 3 nations is now a hydro-nation. They cannot send atom bombs.
They save up for hydros. This is to reduce atom-bomb-spam on the map.
- On impossible difficulty, the crown nukes the second place now (in
FFAs)
- On hard and impossible difficulty, nations now ignore the perceived
cost for nukes if they get heavily attacked. Reasoning: They should stop
saving for MIRV, they should defend with all their gold!
- On medium, hard and impossible difficulty, nations no longer throw
nukes at places where another team member already has a nuke "in the
flying process"
- Optimized `lastNukeSent` a bit (to respect nuke radius)
- Adjusted `maybeSendNuke()` to use 30 instead of 10 randomTiles on
impossible difficulty to improve chances of finding a perfect SAM
outranging spot
- On impossible difficulty, nations now ignore their "most hated enemy"
if the crown has 50%+ of the map (Very big danger). Instead they are
nuking the crown.
- Added `isFriendly` check to `findStrongestTeamTarget()`
### Media
SAM outranging:
https://github.com/user-attachments/assets/d1e88bb6-0060-400b-9c16-24d7399f5949
Team game nukes not hitting the same spot:
<img width="1160" height="708" alt="Screenshot 2026-01-03 042236"
src="https://github.com/user-attachments/assets/c017fb3c-3e3f-45fb-9d45-dd4caba7a59f"
/>
## 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: iamlewis <lewismmmm@gmail.com>
## Description:
Based on Nikola map lead feedback
## 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:
Describe the PR.
Modified FluentSlider(my code) to split number input handle to visual
update(NumberInput) and dispatch value(NumberComplete)
updated the event flow to match them, will fix rapid-fire updates that
seemed to glitch bots out.
## 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
## Description:
Resolve discussions about stalled PR
https://github.com/openfrontio/OpenFrontIO/pull/2460
<img width="724" height="348" alt="image"
src="https://github.com/user-attachments/assets/c2c9fa79-cace-431a-9ca4-b3656612fa9d"
/>
Changes:
- Added a `Player::canAttackPlayer(other)` function to determine whether
a player can be attacked.
- This function is now used in most places where a fight can occur:
- AttackExecution (land attacks)
- Naval invasion
- Warship fight
- Nukes can't be thrown during the truce
- Immunity only affect human players. Nations and bot will fight as
usual, and can be fought against.
- The immunity timer uses minutes in the modal window.
UI:
- The immunity phase is displayed with a timer bar at the top. This is
from the original PR, to be discussed if it's not deemed visible enough:
<img width="632" height="215" alt="image"
src="https://github.com/user-attachments/assets/f5ab9aa0-bd4f-4503-b8d6-b40b121fba65"
/>
## 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
---------
Co-authored-by: newyearnewphil <git@nynp.dev>
## Description:
Trains are made of a primary unit (`TrainExecution.train`) followed by 6
cars (`TrainExecution.cars`). Currently when any of the units is
destroyed, a message "Your Train was destroyed" is shown. In worst case
scenario, when all cars are blasted by a nuke, 7 messages are displayed
to the user, but the train continues.
Since the actual logic is unaffected as long as the primary unit stays
alive, displaying messages is confusing. This PR fixes it. The message
is only displayed when the primary unit is destroyed. The following cars
are only there for fancy visuals.
## Screencast
##### Current - multiple messages for single train
https://github.com/user-attachments/assets/3df04c71-d899-4f68-af83-36c9d0ffa730
First nuke was a test.
Second nuke destroyed the entire train, prompting 7 messages.
Third nuke destroyed one full train and then some. Prompting many too
many messages.
##### Fixed - one message, only if train was fully destroyed
https://github.com/user-attachments/assets/1f3840a7-6c62-487d-af3a-82de39dad9e8
First train was only partially destroyed, no message was shown, delivery
mission completed A+.
Following 2 trains had the front engine destroyed and therefore were
promptly decommissioned.
## Please complete the following:
- [x] 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
- [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:
moleole
Resolves#2739
## Description:
Introduce language metadata handling and refactor existing language
checks to validate the existence of language JSON and corresponding SVG
files. Add tests to ensure the integrity of the new metadata structure
and its references.
The lang field is intentionally kept in each language file.
This is because the files are frequently regenerated by Crowdin, and the
field also serves as a hint for management and maintenance.
## 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
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Bumps the npm_and_yarn group with 1 update in the / directory:
[qs](https://github.com/ljharb/qs).
Updates `qs` from 6.13.0 to 6.14.1
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/ljharb/qs/blob/main/CHANGELOG.md">qs's
changelog</a>.</em></p>
<blockquote>
<h2><strong>6.14.1</strong></h2>
<ul>
<li>[Fix] ensure arrayLength applies to <code>[]</code> notation as
well</li>
<li>[Fix] <code>parse</code>: when a custom decoder returns
<code>null</code> for a key, ignore that key</li>
<li>[Refactor] <code>parse</code>: extract key segment splitting
helper</li>
<li>[meta] add threat model</li>
<li>[actions] add workflow permissions</li>
<li>[Tests] <code>stringify</code>: increase coverage</li>
<li>[Dev Deps] update <code>eslint</code>,
<code>@ljharb/eslint-config</code>, <code>npmignore</code>,
<code>es-value-fixtures</code>, <code>for-each</code>,
<code>object-inspect</code></li>
</ul>
<h2><strong>6.14.0</strong></h2>
<ul>
<li>[New] <code>parse</code>: add
<code>throwOnParameterLimitExceeded</code> option (<a
href="https://redirect.github.com/ljharb/qs/issues/517">#517</a>)</li>
<li>[Refactor] <code>parse</code>: use <code>utils.combine</code>
more</li>
<li>[patch] <code>parse</code>: add explicit
<code>throwOnLimitExceeded</code> default</li>
<li>[actions] use shared action; re-add finishers</li>
<li>[meta] Fix changelog formatting bug</li>
<li>[Deps] update <code>side-channel</code></li>
<li>[Dev Deps] update <code>es-value-fixtures</code>,
<code>has-bigints</code>, <code>has-proto</code>,
<code>has-symbols</code></li>
<li>[Tests] increase coverage</li>
</ul>
<h2><strong>6.13.1</strong></h2>
<ul>
<li>[Fix] <code>stringify</code>: avoid a crash when a
<code>filter</code> key is <code>null</code></li>
<li>[Fix] <code>utils.merge</code>: functions should not be stringified
into keys</li>
<li>[Fix] <code>parse</code>: avoid a crash with
interpretNumericEntities: true, comma: true, and iso charset</li>
<li>[Fix] <code>stringify</code>: ensure a non-string
<code>filter</code> does not crash</li>
<li>[Refactor] use <code>__proto__</code> syntax instead of
<code>Object.create</code> for null objects</li>
<li>[Refactor] misc cleanup</li>
<li>[Tests] <code>utils.merge</code>: add some coverage</li>
<li>[Tests] fix a test case</li>
<li>[actions] split out node 10-20, and 20+</li>
<li>[Dev Deps] update <code>es-value-fixtures</code>,
<code>mock-property</code>, <code>object-inspect</code>,
<code>tape</code></li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/ljharb/qs/commit/3fa11a5f643c76896387bd2d86904a2d0141fdf7"><code>3fa11a5</code></a>
v6.14.1</li>
<li><a
href="https://github.com/ljharb/qs/commit/a62670423c1ccab0dd83c621bfb98c7c024e314d"><code>a626704</code></a>
[Dev Deps] update <code>npmignore</code></li>
<li><a
href="https://github.com/ljharb/qs/commit/3086902ecf7f088d0d1803887643ac6c03d415b9"><code>3086902</code></a>
[Fix] ensure arrayLength applies to <code>[]</code> notation as
well</li>
<li><a
href="https://github.com/ljharb/qs/commit/fc7930e86c2264c1568c9f5606830e19b0bc2af2"><code>fc7930e</code></a>
[Dev Deps] update <code>eslint</code>,
<code>@ljharb/eslint-config</code></li>
<li><a
href="https://github.com/ljharb/qs/commit/0b06aac566abee45ef0327667a7cc89e7aed8b58"><code>0b06aac</code></a>
[Dev Deps] update <code>@ljharb/eslint-config</code></li>
<li><a
href="https://github.com/ljharb/qs/commit/64951f6200a1fb72cc003c6e8226dde3d2ef591f"><code>64951f6</code></a>
[Refactor] <code>parse</code>: extract key segment splitting helper</li>
<li><a
href="https://github.com/ljharb/qs/commit/e1bd2599cdff4c936ea52fb1f16f921cbe7aa88c"><code>e1bd259</code></a>
[Dev Deps] update <code>@ljharb/eslint-config</code></li>
<li><a
href="https://github.com/ljharb/qs/commit/f4b3d39709fef6ddbd85128d1ba4c6b566c4902e"><code>f4b3d39</code></a>
[eslint] add eslint 9 optional peer dep</li>
<li><a
href="https://github.com/ljharb/qs/commit/6e94d9596ca50dffafcef40a5f64eca89962cf34"><code>6e94d95</code></a>
[Dev Deps] update <code>eslint</code>,
<code>@ljharb/eslint-config</code>, <code>npmignore</code></li>
<li><a
href="https://github.com/ljharb/qs/commit/973dc3c51c86da9f4e30edeb4b1725158d439102"><code>973dc3c</code></a>
[actions] add workflow permissions</li>
<li>Additional commits viewable in <a
href="https://github.com/ljharb/qs/compare/v6.13.0...v6.14.1">compare
view</a></li>
</ul>
</details>
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## Description:
This feature adds a troop count bar into the PlayerInfoOverlay that
visualizes how many troops a player/nation has, how big of an attack
they are sending, and in general the percentages of their overall troop
count. I originally added the toggling of this feature as a setting but
thought it might be too narrow to need it's own setting. Would
appreciate anyone's thoughts on adding it back in or not.
Inspired by [this
comment](https://discord.com/channels/1359946986937258015/1359949371956789289/1452559404401430674)
in the Dev Discord.
### Video Demo
https://github.com/user-attachments/assets/4a4397f7-c0a1-475a-867d-ef00b57661c4
## 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:
A new map where you basically have to hop from island to island :)
We don't have such a map at the moment.
There is a special center island which isn't necessary to get 80% of the
map.
This map could be very interesting in team games. One hydro will destroy
an entire island.
Size: 1976 x 1976
Nations: 8
<img width="949" height="951" alt="Screenshot 2026-01-02 214219"
src="https://github.com/user-attachments/assets/7139bcc9-6a05-414d-90c1-33cc36dd94fb"
/>
## 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:
`MIRVExecution.separate` is consuming more resources than it needs to.
This PR introduces a series of minor performance changes which do not
alter the behavior of the selection algorithm. Assessing the code
initially, I was convinced there are multiple easy wins - starting with
the proximity check. However, after many hours of mostly math, no
alternative solution came close to the speed of current implementation.
Therefore this PR consists of only a few minor tweaks:
#### Removed `console.log`
This is by far the worst offender, in my test removing the three lines
of console log improved execution time from ~30ms down to ~10ms. The
logs are not very useful. I do not see a clear pattern in the logs
produced by the application therefore they were completely removed for
now. If there is a need for the log in production build, I suggest
adding single line with the number of destinations selected.
```diff
- console.log(`dsts: ${dsts.length}`);
- console.log(`got ${dsts.length} dsts!!`);
- console.log("couldn't find place, giving up");
```
#### Replaced multiple calls to `random.nextInt` with single call to
`random.next`
The flamechart shows calling pseudo random number generator is
expensive. Therefore instead of calling it twice, the code now generates
a single random number and derives further calculations from it. It
remains 100% deterministic and there should not be any noticeable change
to the enthrophy. This saves about ~1.5ms in my tests.
```diff
- const x = this.random.nextInt(
- this.mg.x(ref) - this.mirvRange,
- this.mg.x(ref) + this.mirvRange,
- );
- const y = this.random.nextInt(
- this.mg.y(ref) - this.mirvRange,
- this.mg.y(ref) + this.mirvRange,
- );
+ const r1 = this.random.next();
+ const r2 = (r1 * 15485863) % 1;
+ const x = Math.round(r1 * this.range * 2 - this.range + this.baseX);
+ const y = Math.round(r2 * this.range * 2 - this.range + this.baseY);
```
#### Caching of destination coordinates
Since the target tile coordinates are used a lot, instead of retrieving
them every time with `this.mg.x` and `this.mg.y`, they get cached as
`baseX` and `baseY`. To reduce usage further, I also exposed `x` and `y`
to `isOverlapping` / `proximityCheck` directly instead of passing the
tile. Since available methods operate on `TileRef`, this change requires
the calculations - manhattan and euclidean distance - to be inlined. I
do not think this is a big issue, considering this code is responsible
for very specific task. This saves another ~1.5ms in my tests.
```diff
- if (this.mg.euclideanDistSquared(tile, ref) > mirvRange2) {
+ if ((x - this.baseX) ** 2 + (y - this.baseY) ** 2 > this.rangeSquared) {
```
## Benchmark:
**Before**
```
=== MIRV Performance Benchmark Results ===
MIRV target selection - sparse territory x 53.53 ops/sec ±0.48% (71 runs sampled)
MIRV target selection - dense territory x 53.39 ops/sec ±0.57% (70 runs sampled)
MIRV target selection - giant world map (350 targets) x 1,129 ops/sec ±0.98% (90 runs sampled)
```
**After**
```
=== MIRV Performance Benchmark Results ===
MIRV target selection - sparse territory x 198 ops/sec ±0.39% (85 runs sampled)
MIRV target selection - dense territory x 200 ops/sec ±0.28% (86 runs sampled)
MIRV target selection - giant world map (350 targets) x 1,409 ops/sec ±0.89% (92 runs sampled)
```
## 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
- [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
\* Tests in separate PR, implemented against master:
https://github.com/openfrontio/OpenFrontIO/pull/2767
## Please put your Discord username so you can be contacted if a bug or
regression is found:
moleole
## Description:
Updates the instructions Help Menu to update the ally radial menu
screenshot to show the new gold and troop donation icons, as well as
what they do. Related to #2708
<img width="1656" height="974" alt="image"
src="https://github.com/user-attachments/assets/365e0fe5-6854-4cac-8288-039a05cf4905"
/>
## 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 is a companion PR to
https://github.com/openfrontio/OpenFrontIO/pull/2765. It implements
tests and a performance benchmark for MIRV.
```bash
$ npm test -- tests/core/executions/MIRVExecution.test.ts
✓ tests/core/executions/MIRVExecution.test.ts (9 tests) 71ms
✓ MIRVExecution (9)
✓ MIRV should launch successfully 10ms
✓ MIRV should break alliances on launch 5ms
✓ MIRV should separate into warheads 20ms
✓ MIRV warheads should only target tiles owned by target player 15ms
✓ MIRV warheads should be distributed with minimum spacing 12ms
✓ MIRV should display warning message on launch 2ms
✓ MIRV should not launch if player cannot build it 2ms
✓ MIRV should not launch when targeting terra nullius 2ms
✓ MIRV should launch when targeting own territory without breaking alliances 2ms
```
```bash
$ npm tsx tests/perf/MIRVPerf.ts
...
=== MIRV Performance Benchmark Results ===
MIRV target selection - sparse territory x 53.53 ops/sec ±0.48% (71 runs sampled)
MIRV target selection - dense territory x 53.39 ops/sec ±0.57% (70 runs sampled)
MIRV target selection - giant world map (350 targets) x 1,129 ops/sec ±0.98% (90 runs sampled)
```
## 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
- [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:
moleole
## Description:
Add {team_count} to public lobby team size translations so word order
stays correct across languages.
## 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
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
## Description:
- Renamed "Difficulty" -> "Nation difficulty" to make clear that the
"difficulty" only changes the nations
- If nations are disabled, the difficulty gets blurred now. And a
"not-allowed" cursor is shown on hover.
<img width="819" height="572" alt="Screenshot 2026-01-01 225108"
src="https://github.com/user-attachments/assets/365d0c9c-5983-44bd-887c-4ed2b8c08fd6"
/>
- Also did a small CSS fix to allow word breaks
Before:
<img width="134" height="76" alt="Screenshot 2026-01-01 231332"
src="https://github.com/user-attachments/assets/caf56bab-77e8-4453-800d-aece0840f6ad"
/>
After:
<img width="130" height="97" alt="Screenshot 2026-01-01 231306"
src="https://github.com/user-attachments/assets/bd9e0c1d-4ed7-4416-a292-ef1c7d240752"
/>
## 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
closes#2678
## Description:
Update to enable bomb flip support by mobile users too
<img width="420" height="666" alt="image"
src="https://github.com/user-attachments/assets/eb2155a4-2012-4f40-8caa-bd23ebd28521"
/>
----------------------------------------------------------------------------------------------------------------------------------------------------
Also, I slightly updated the player panel to make it more even and take
up less space;
- removed the huge header bar which took up too much space
- fixed ui divider spacing
Before:
<img width="372" height="179" alt="image"
src="https://github.com/user-attachments/assets/2cf82cda-d466-4911-be4f-36eb6e788d5b"
/>
After:
<img width="383" height="134" alt="image"
src="https://github.com/user-attachments/assets/4d827221-f456-48fe-940b-a9ba84d1f4a5"
/>
## 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
Fixes#2758
## Description:
This PR migrates lobby configuration updates from the HTTP PUT
`/game/:id` endpoint to a WebSocket-based intent flow.
The lobby creator is already authenticated via the game WebSocket, so
updating configuration through intents removes redundant authentication
and aligns with existing real-time lobby actions such as `kick_player`
and `toggle_pause`.
## Changes Made
- Added `update_game_config` WebSocket intent schema
- Wired client → transport → server intent handling
- Refactored `putGameConfig()` to emit WebSocket intent instead of HTTP
fetch
- Preserved all existing validation, partial-update semantics, and
client-side debouncing
- Left the REST endpoint untouched for backward compatibility
## Testing
- All existing automated tests pass
- Manual verification completed:
- Lobby creator can update all lobby settings
- Non-creators are rejected
- Updates are rejected after game start
- Bots slider debounce (300ms) remains intact
- No `PUT /api/game/:id` requests are made from the lobby UI
## 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
- [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