## Description:
We might want to add this to v29 to have a third possible public game
modifier from the beginning on 😄 Would be fun
- Add starting gold option (0 to 1_000_000_000 allowed, also applies to
nations)
- Add gold multiplier option (0.1 to 1000 allowed, also applies to
nations and bots)
- Add third public game modifier (3% chance of starting with 5M gold)
- Why 5M? It's enough gold to massively change the game start but not
enough to insta-hydro someone (launcher + hydro is 6M)
<img width="357" height="140" alt="image"
src="https://github.com/user-attachments/assets/72acc15c-e788-4e04-8590-ac72dd9657c7"
/>
## 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
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves#2704
## Description:
Merges together easy + medium difficulties.
Before:
<img width="1500" height="580" alt="image"
src="https://github.com/user-attachments/assets/26199d52-8ef2-4feb-ae87-bbfff35e3115"
/>
After:
(dont have one to show oop)
(btw that win ratio in the first screenshot is not mine.. 💀)
## 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:
The game rank modal was still using the old style, which clashes
strongly with the new one.
This PR changes changes the modal style to be consistent with the new
one:
### Old
<img width="894" height="451" alt="image"
src="https://github.com/user-attachments/assets/c83177cf-a1ed-4ee5-9e12-7d2a9d8004cf"
/>
### New

Tagged as `v29` to have a consistent style in the same version.
## 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:
The game info panel was missing the gold generated with trains, which
was recently added into the recorded stats.
This PR adds the gold train ranking, grouped with the naval trade.
Visually the game info panel is not matching the new visual identity,
but this PR only focuses on the missing data.
<img width="898" height="482" alt="image"
src="https://github.com/user-attachments/assets/6366e5d2-23b6-40b0-b4d4-1227b5a2f811"
/>
## 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
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves#2889
## Description:
fixes login in modal:
<img width="782" height="330" alt="image"
src="https://github.com/user-attachments/assets/60f1825f-5678-4853-a78b-bbed5198b0fb"
/>
(theres also one more afterwards but that leaks my email and cba to edit
it 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:
w.o.n
Been playing this game for months, and after i feel myself enough
experienced about the game, decided to start contributing to the
project. This is my first one!
## Description:
Move indicator fx for warships. Listening MoveWarshipIntentEvent to draw
the fx. Code is basic, respectly layered and written regarding project's
structure.

## 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:
420coder
---------
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description:
Changes URL embeds within other platforms, e.g. Discord, WhatsApp & X.
Updates game URLs to `/game/<code>` instead of `/#join=<code>` (required
for embedded URLs). An added benefit of this is that you would be able
to change a url from `openfront.io/game/RQDUy8nP?replay` to
`api.openfront.io/game/RQDUy8nP?replay` (add api. In front) and be in
the right place for the API data.
Updates URLs when joining/leaving private lobbies
Appends a random string to the end of the URL when inside a private
lobby and options change - this is to force discord to update the
embedded details.
Updates URL in different game states to ?lobby / ?live and ?replay.
These do nothing other than being used as a _cache-busting_ solution.
-----------------------------------------------
### **Lobby Info**
Discord:
<img width="556" height="487" alt="image"
src="https://github.com/user-attachments/assets/efd4a06d-506c-4036-9403-ee7c9a669e21"
/>
WhatsApp:
<img width="353" height="339" alt="image"
src="https://github.com/user-attachments/assets/3b2d0c69-988c-424f-9dee-f4e6a6868f6b"
/>
x.com:
<img width="588" height="325" alt="image"
src="https://github.com/user-attachments/assets/d9e78169-20be-4a3e-8df4-8ad41d08a750"
/>
-------------------------
### **Game Win Details**
Discord:
<img width="506" height="468" alt="image"
src="https://github.com/user-attachments/assets/69947774-c943-4a50-b470-5634ed3bf3d7"
/>
WhatsApp:
<img width="770" height="132" alt="image"
src="https://github.com/user-attachments/assets/eec28bf8-bf64-4ab8-954e-03dfdd1aae40"
/>
x.com
<img width="584" height="350" alt="image"
src="https://github.com/user-attachments/assets/168063e2-b707-422b-b7a1-0025f3ebeb92"
/>
## 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:
Should fix the broken 1v1 on staging. The issue was that we had multiple
staging environments, and the matchmaker would often route a player to a
game on a different staging server, so the client couldn't find the
game.
So now each deployment has a unique id, and the matchmaker only connects
players & servers that have the same instance id.
## 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:
Doesn't need a description :D
https://github.com/user-attachments/assets/8de576fd-050b-4b35-8526-e4c88d1a9f25https://github.com/user-attachments/assets/c99147a1-efdf-426b-96d1-e996e01f89aa
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
fix(ui): add missing dark variant to styles.css
Before:
<img width="549" height="77" alt="image"
src="https://github.com/user-attachments/assets/d7c2bf92-691b-473c-880a-da678eb792a3"
/>
After:
<img width="555" height="84" alt="image"
src="https://github.com/user-attachments/assets/a2c828db-7fea-409a-abdd-fefc0dc237f0"
/>
## 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:
wraith4081
---------
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description:
This PR makes several existing keybinds configurable that were
previously fixed and could not be changed in the keybind settings.
This is one of the required PRs to fully remove all keybind explanations
from the HelpModal.
This work is based on the following feedback by @ryanbarlow97:
> "This probably needs to be redone / removed from help, and just have a
section saying how to get to the keybinds modal inside settings"
>
https://github.com/openfrontio/OpenFrontIO/pull/2872#issuecomment-3740006017
Some keybinds described in the HelpModal already existed internally, but
users had no way to change them.
By making these keybinds configurable, we can now safely replace those
explanations with a simple reference to the keybind settings instead.
This helps:
- Remove keybind explanations from the HelpModal
## 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: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description:
The calculation is based on: 50 players per 1_000_000 land tiles,
limited at 125 players because of performance
Second number is 75% of that, third one 50%
That way, the player counts are staying mostly the same
Look at the "Dynamic Config" column, these are the new player counts:
(The 125 players limit is missing in that column, only relevant for the
twolakes map)
<img width="930" height="1033" alt="Screenshot_2026-01-12_152758"
src="https://github.com/user-attachments/assets/e1791740-e263-47b3-8b27-4f9aa358d381"
/>
<img width="926" height="324" alt="Screenshot_2026-01-12_152814"
src="https://github.com/user-attachments/assets/78d6789b-374f-4f8b-b50f-f6f08395572b"
/>
This PR also removes `MapDescription` from `Maps.ts` because its unused.
And this PR updates the map-generator `README.md` to reflect the changes
## 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
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #(issue number)
## Description:
Moved the Modal Headers into its own class
## 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
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #(issue number)
## Description:
Remove borders from some elements
**Tailwind changes only**
## 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
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #(issue number)
## Description:
remove the colours from the shop modal, also small tweak to header bar
in instructions
**Only Tailwind Changes**
<img width="843" height="209" alt="image"
src="https://github.com/user-attachments/assets/1f99aa8d-8756-4b70-9ff0-6495d5eb48bf"
/>
<img width="841" height="183" alt="image"
src="https://github.com/user-attachments/assets/ac40ed0d-7588-4336-b3d1-ce4be5f8a312"
/>
## 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:
fix url
## 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
## Playtest
https://pf-pt-2.openfront.dev/
## Pathfinding Refactor pt. 2
<img width="1536" height="1024" alt="image"
src="https://github.com/user-attachments/assets/9477958e-54b7-4c83-b317-ba789e809e9e"
/>
This is a follow-up to a previous PR introducing pathfinding changes.
This time, it introduces a complete refactor of `pathfinding` directory
and breakdown into composable pieces.
### Unified PathFinder interface
`PathFinder<T>` and `SteppingPathFinder<T>` are introduced to unify
**all** pathfinding across the application. First one exposes complete
path, while stepping variant allows the callee to iterate over the path
by calling `.next`. All pathfinders share this one common interface,
which makes them easy to use in any scenario -
`PathFinding.Water(game).search(from, to)`.
`SteppingPathFinder<T>` extends `PathFinder<T>` with an ability to
iterate over the path. It handles caching, storing current index and
invalidation. This allows the units to not care about the inner workings
of the pathfinder and just call `pf.next(current, target)` and receive
instructions on what to do next.
### Common entry point
All pathfinders are now exposed from common `PathFinding` entrypoint:
- `PathFinding.Water`
- `PathFinding.Rail`
- `PathFinding.Stations`
- `PathFinding.Rail`
Additional entry point is introduced for pathfinders which need to work
both in the worker, but also on the frontend, which lacks `Game`
interface. Currently only `UniversalPathFinding.Parabola` is available.
### Spatial Query
New module has been introduced close to `pathfinding` - `SpatialQuery`.
It aims to resolve any questions game may have about finding tiles
meeting criteria. Currently `SpatialQuery.closestShore(player, target)`
and `SpatialQuery.closestShoreByWater(player, target)` are available -
they help answering questions about naval invasion: "What is the best
landing location from user's click?" and "Which our tile should be used
to launch the transport ship?". Under the hood they use very similar
mechanics to pathfinding, so it felt right to put them close by.
### Modular architecture
Pathfinders now support transformers: `MiniMapTransformer`,
`ShoreCoercingTransformer`, `ComponentCheckTransformer`,
`SmoothingTransformer`. Transformers functions like a middleware in the
pathfinding chain. They wrap around the pathfinder and provide
additional functionality. This allows the pathfinder to focus on
actually finding the path instead of doing unrelated things.
Example chain for simple (A*) water pathfinding:
```ts
static WaterSimple(game: Game): SteppingPathFinder<TileRef> {
const miniMap = game.miniMap();
const pf = new AStarWater(miniMap);
return PathFinderBuilder.create(pf)
.wrap((pf) => new ShoreCoercingTransformer(pf, miniMap))
.wrap((pf) => new MiniMapTransformer(pf, game.map(), miniMap))
.buildWithStepper(tileStepperConfig(game));
}
```
The Pathfinder - here `AStarWater` - does not care about the conversion
between minimap and main map tiles. It also does not care if the source
or destination is a land tile. The transformers take care of that. The
pathfinder gets a set of valid coordinates and produces the path -
that's it.
Modular approach makes working on a particular set of utilities much
easier - for example map upscaling is handled consistently across all
pathfinders. Additionally, the pathfinders are not tied to the
particular map resolution used. Pass them a different map and they will
work the same.
### Algorithms
Algorithms used are neatly organized inside
`src/core/pathfinding/algorithms`. They are prefixed with the algorithm
name and suffixed with the use case. File without suffix exposes generic
version ready to traverse any graph with adapters. Specialized versions
either use an adapter or inline logic when performance is critical -
using adapters leads to 20-30% performance loss.
The directory includes `A*` and `BFS` but also other useful utils, such
as `AbstractGraph` used to generate... an abstract graph on top of the
tile map and `ConnectedComponents` helping to identify whether two tiles
are connected by a path without actually computing the path.
### Playground
The playground have been updated with new algorithms, including tweaked
very greedy `A*`.
<img width="2175" height="1424" alt="image"
src="https://github.com/user-attachments/assets/1f833651-0024-4299-bf86-882f5368358c"
/>
### Tests
Yeah, there are some, a little too many if I say so myself. But there
are no useless tests. I had to ensure refactored code works somehow
reliably. This PR comes with trust me bro guarantee, but I would
appreciate someone confirming **naval invasions, nukes (esp. MIRV) and
warships**.
### Discord
`moleole`
GL & HF
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves
https://discord.com/channels/1330359017247346812/1330365278420471911/1358027146139795486
## Description:
In HelpModal, only the TargetIcon was displayed in red, which was
inconsistent with the other icons.
This PR updates its color to white so it matches the rest of the icons.
before
<img width="397" height="458" alt="スクリーンショット 2026-01-11 22 24 54"
src="https://github.com/user-attachments/assets/2a2f5aa0-a31c-4ecb-887e-f151689c3236"
/>
after
<img width="370" height="438" alt="スクリーンショット 2026-01-11 22 25 08"
src="https://github.com/user-attachments/assets/d0c74805-8bc8-4e94-8a18-23488aba0389"
/>
## 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: FloPinguin <25036848+FloPinguin@users.noreply.github.com>
## Description:
UI Refinements requested by @evanpelle check https://ui.openfront.dev
## 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
Resolves
https://discord.com/channels/1359946986937258015/1458658371891761339/1459478370977972316
## Description:
The play-like icon on the left side of the Recent Games UI looked
clickable but did not actually start a replay, which could be
misleading.
This PR updates the behavior so that clicking the icon now starts the
replay, matching the visual affordance and reducing user confusion.
https://github.com/user-attachments/assets/db9f02d9-9492-47ba-948b-6a6e0166d4d3
## 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: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
Co-authored-by: iamlewis <lewismmmm@gmail.com>
## Description:
Fixed a bug that prevented debug mode from working.
Made it so that parameters are displayed.
<img width="800" height="559" alt="スクリーンショット 2026-01-10 14 24 51"
src="https://github.com/user-attachments/assets/2eff3073-15fe-4879-9448-c7f20b5e4eab"
/>
translation-key::parameters
## 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:
In HelpModal, only the BoatIcon was displayed in black, which was
inconsistent with the other icons.
This PR updates its color to white so it matches the rest of the icons.
before
<img width="619" height="235" alt="スクリーンショット 2026-01-10 14 33 44"
src="https://github.com/user-attachments/assets/41c10308-7701-40bf-b068-9e14eb78a83a"
/>
after
<img width="722" height="260" alt="スクリーンショット 2026-01-10 14 35 17"
src="https://github.com/user-attachments/assets/2d535ded-83d2-4f3d-990d-49aaa1230642"
/>
## 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
Resolves#2652#2291
## Description:
Resolves a regression after a new design changes where keybinds
explicitly set to "Null" were incorrectly reverted to default values
instead of remaining unbound.
Updates the input handler to preserve "Null" as the designated value for
an unbound key. The UI now reflects this by displaying "None" for
keybinds that are set to "Null", providing clear user feedback.
Before/After:
<img width="378" height="371" alt="image"
src="https://github.com/user-attachments/assets/d1d640f2-93aa-47f1-be8e-7d8c68183aa1"
/> <img width="379" height="370" alt="image"
src="https://github.com/user-attachments/assets/f0512cce-c6e9-4180-9517-7669aed76f6f"
/>
## 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:
webdev.js
Co-authored-by: antigrid <Stepan.Hembarovskyi@Inu.edu.ua>
## Description:
Removes code duplication by consolidating the `formatPercentage` utility
function to the `Utils.ts` file, removing the two identical
implementations in `TeamStats.ts` and `Leaderboard.ts`.
This is an improvement upon #2838 which is the PR that aligned the two
mentioned implementations.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
deshack_82603
## Description:
Changes a few small UI issues:
- Player info text transparency made it less legible:
<img width="367" height="445" alt="image"
src="https://github.com/user-attachments/assets/a08b2808-74a5-4783-93f3-182d97b36055"
/>
- Fix naval invasion target end fade which didn't work previously

- Rename rendering function since the UI layer doesn't only handle
target
## 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:
Discussed that with Lewis.
Fuze liked the Didier map without the real france more...
So here it is. It won't get added to the playlist, the france version
stays in the playlist.
(Unrelated: Also quickly changed "Europe (classic)" to Europe (Classic)"
to match with "Britannia (Classic)")
<img width="934" height="839" alt="Screenshot 2026-01-10 005646"
src="https://github.com/user-attachments/assets/64925635-c15a-4167-a5bc-5cf7b3b140f8"
/>
<img width="1064" height="961" alt="Screenshot 2026-01-10 003335"
src="https://github.com/user-attachments/assets/9b6aa936-2c33-4a24-8076-a74a4704adc4"
/>
<img width="635" height="427" alt="Screenshot 2026-01-10 003316"
src="https://github.com/user-attachments/assets/e2b46db8-ef0b-4b45-8ea7-711b9b8f7524"
/>
## 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:
Overhauls the Main Menu UI, visit https://menu.openfront.dev to see
everything.
## 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
Resolves#2837
## Description:
This PR aligns the "Owned" percentage format in TeamStats to the same
data in Leaderboard, fixing the issue that currently happens when team
reaches 100%, and the percentage is displayed as "1.0e+2%".
Previous implementation to avoid this problem involved checking for the
"100" value, but we all know how floating point arithmetic works in
JS...
Before:
<img width="912" height="450" alt="image"
src="https://github.com/user-attachments/assets/a3ce03ab-53c6-4b7b-b3fd-7073a6095252"
/>
After:
<img width="441" height="233" alt="image"
src="https://github.com/user-attachments/assets/21b07834-e3ec-44c3-bd6f-3d5a5d6c851c"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
deshack_82603
## Description:
Some FX animations were previously used as UI elements (e.g. nuke area,
naval invasion target, gold text).
This PR moves those animations to a dedicated UI layer.
Those UI elements handle correctly the current zoom level and remain
sharply rendered at all zoom levels.
The new UI layer can be disabled using the same setting that disables
the FX layer.
Performance-wise, this layer is equivalent to the FX layer, as it reuses
the same animations.
### Naval target
Don't scale with the zoom level, but has a minimum zoom level so the
targeted tile can still be easily highlighted by zooming

### Nukes
Has to scale because the size is set, but the border radius is not so
the area is more visible from afar.

### Popup text
Scale with zoom level, and stop showing when zoomed-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:
IngloriousTom
references #2001
## Description:
Improve the ranked matchmaking modal. Better messages, and show 1v1 elo
<img width="450" height="210" alt="Screenshot 2026-01-08 at 7 11 20 PM"
src="https://github.com/user-attachments/assets/e4f8323c-5d98-48de-babe-b51526a6d408"
/>
<img width="622" height="614" alt="Screenshot 2026-01-08 at 7 11 14 PM"
src="https://github.com/user-attachments/assets/73d10f84-b5b5-4ba8-95bb-a181a9fd9dae"
/>
## 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:
Simple PR, but adds the feature where using the hotkey to build a city
will show SAM radius layer to let user know safe areas to build.
<img width="2126" height="1398" alt="image"
src="https://github.com/user-attachments/assets/8aed5514-51c4-40f4-a446-e3c52346abc8"
/>
## 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
Resolves#2823
## Description:
When playing in single-player mode, if an NPC reaches 80% land control
before the player, the game enters a broken state where:
- The game clock stops
- Win checking stops permanently
- Even if the player later conquers 100% of land, victory is never
awarded
- The game becomes "stuck" in a zombie state.
This PR addresses this allowing Nations to be set as winners in single
mode, and in this case showing a "Nation {nation} has won" modal to the
user. This WinModal is the same as the "{player} has won", with the only
change being the title.
Nation wins in FFA, from the human player perspective:
<img width="1457" height="837" alt="image"
src="https://github.com/user-attachments/assets/1ce569bd-6616-4a23-b4a4-afedad2c64f8"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
deshack_82603
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves#2516
## Description:
Introduces a state to the Player Info Overlay which simply shows what
type of terrain the player is hovering on. This just builds on the
principles of continuous feedback when designing UX because players
react positively when the game responds to input action.
<img width="839" height="846" alt="image"
src="https://github.com/user-attachments/assets/4b2969e0-127d-4032-9c49-9cbff9bb2aeb"
/>
<img width="666" height="602" alt="image"
src="https://github.com/user-attachments/assets/5fd15ab1-98b1-472f-a83e-a1ee10338673"
/>
https://github.com/user-attachments/assets/7e39f53e-6d2e-479e-badd-b41484591b8b
## 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:
Adds a new detailed Britannia map featuring modern UK, Ireland, and
northern France regions. The previous Britannia map has been preserved
as "Britannia Classic".
<img width="4096" height="5031" alt="United Kingdom"
src="https://github.com/user-attachments/assets/8a6ca3ab-bc91-438f-8ca7-7fdf7c5260b8"
/>
<img width="4096" height="5031" alt="United Kingdom_debug"
src="https://github.com/user-attachments/assets/a9a7bcd2-1dc5-40c6-a547-a7a79e636060"
/>
Changes
Added new Britannia map with modern county/region divisions
Renamed existing Britannia map to "Britannia Classic"
Added map-generator source assets for both maps
Updated GameMapType enum with BritanniaClassic
Configured player counts: 50/30/20 for both maps
Added playlist frequencies: Britannia (5), Britannia Classic (4)
Updated language translations
New Britannia Nations (partial list)
Ireland: Mayo, Kerry, Clare, Meath, and more
Scotland: Highland, Argyll and Bute, and more
England: North Yorkshire, and more
France: Pas-de-Calais
Britannia Classic
The original Britannia map with historical kingdoms (Dumnonia, Dyfed,
Gwent, Gwynedd, Powys, Strathclyde, Dalriata, Wessex, Sussex, Kent,
etc.) is now available as "Britannia Classic".
## 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:
TSProphet
---------
Co-authored-by: Harry <Harry.bath94@gmail.com>
Co-authored-by: iamlewis <lewismmmm@gmail.com>
## Description:
Added a public game modifier system. It causes that
5% of public games are played on the compact version of the map
10% of public games have "Random Spawn" activated
Percentages can easily get changed via `DefaultConfig`.
We can also easily add more modifiers.
Modifiers can stack, so in rare cases you will play on a compact map
with random spawn 😄
More variety!
### "Compact Map" modifier implementation
- With the "Compact Map" modifier the lobby max player count gets
reduced to 25% and only 25% of the regular bots and only 25% of the
regular nations will spawn (because the map has only 25% of its regular
size)
- In private lobbies and singleplayer the nation reduction happens too
(When "Compact Map" is enabled).
### Restrictions
- Duos/Trios/Quads team modes do not get Random Spawn (defeats the
purpose)
- Maps with smallest player count < 50 do not get Compact Map in team
games (not enough players after the reduction to 25%). I have calculated
all the possible max player counts.
### How it looks like
Random Spawn modifier:
<img width="528" height="183" alt="Screenshot 2026-01-06 194959"
src="https://github.com/user-attachments/assets/2f729da9-80c3-4548-8205-71129da2a76a"
/>
Very rare case: Two modifiers at the same time and only 10 max players
have been chosen from `[GameMapType.FaroeIslands]: [20, 15, 10]`.
Because of the 75% reduction in player count only 3 players are allowed
(3 is the minimum). I think its funny that you can play a 1v1v1 in rare
occasions 😄
<img width="526" height="184" alt="Screenshot 2026-01-06 194938"
src="https://github.com/user-attachments/assets/834326eb-df03-41b7-b1db-1efa3f1013b5"
/>
### Funny side-effect
Team games with random spawn. That will be interesting. No more "Who is
better in donating troops to the frontline". Instead you have to heavily
coordinate with your teammates.
## 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:
We didn't have a river map and we didn't have a map with a crazy size.
So I made a "Amazon River" map with a crazy size.
280 x 5536!
21 nations based on real locations.
Should be interesting gameplay because you don't have many attack
options, your only escape is the river.
The land tiles size is similar to the achiran and iceland map.
<img width="2442" height="147" alt="Screenshot 2026-01-06 150831"
src="https://github.com/user-attachments/assets/91c4142d-c1e3-4aee-ac49-529b8d9f60c4"
/>
<img width="2324" height="139" alt="Screenshot 2026-01-06 150957"
src="https://github.com/user-attachments/assets/5e049ae5-f32a-495f-afde-9e20257b3676"
/>
Because the map is so wide, it looked really ugly stretched in the
thumbnails. So I added some CSS which removes the thumbnail stretching
of the Amazon River map. We can also use this logic for other thumbnails
which shouldn't get stretched.
In `Maps.ts`, `PublicLobby.ts` and `GameInfoModal.ts`.
## 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
Adds a pulsing highlight effect for teammates during the spawn phase in
team games. This helps colorblind players identify their teammates on
the map more easily.
- Teammates show a subtle green/team-colored pulse (5-14px radius)
- Player's own pulse remains unchanged (8-24px white pulse)
- Only activates during spawn phase in team games
- Animation stays synchronized with player's own pulse
I didn't want to come empty handed with my request so I generated the
code
I do know python and a little rust, but don't have TypeScript experience
- I know you guys are probably getting flooded with AI slop so I hope
its okay.
Please implement the feature at the very least because its SO much
better not having to hunt around.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
So the code calls drawTeammateHighlights() inside of
drawFocusedPlayerHighlight() so it can only occur where current
highlighting occurs
Then uses the existing isOnSameTeam() to find teammates
Then uses the existing drawBreathingRing() function
- [x] I have added screenshots for all UI updates
I took a video since it best captures the feature
- [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
I'm not that good at coding formally, I tested it manually by loading
into team games, but I'm going to need help with the code being tested.
(Please help)
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
I did load into multiple lobbies and made sure the feature works, its a
really simple feature so I am confident there isn't any Lovecraftian bug
lurking in it. It also uses mostly existing functions and features
within the code base.
https://github.com/user-attachments/assets/857cce43-4fb2-4c5d-bc04-1a6617570dee
Co-authored-by: Daniel <daniel@mangoit.ca>
Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
Co-authored-by: iamlewis <lewismmmm@gmail.com>
## Description:
migrate tailwindcss v3 to v4
## 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:
wraith4081
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description:
Fixes this:
<img width="1485" height="960" alt="image"
src="https://github.com/user-attachments/assets/fa27b2da-fe2c-4423-9f25-3051b93de77b"
/>
## 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:
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>