## Description:
This PR addresses issue #2302: where there is no obvious information
about the self-player's team during the spawn phase of the game.
Currently, during TEAM games (where there is a set number of teams
defined), the self player's spawn highlight color is white, while all
other players are shown with a team-based spawn highlight color. This
makes it difficult to discern who is a teammate, especially since the
current live version (v0.26.7) uses green/yellow for other players to
depict teammate/other team, respectively.
Technically, the same is true for Duos, Trios, and Quads games, although
this has been addressed separately with PR #2298 by reverting to
green/yellow for teammate/other team players.
This PR changes the color of the self player's breathing spawn highlight
ring to match their assigned team color (with `alpha=0.5` for
transparency). The breathing ring is semi transparent on top of the
existing white static semi-transparent ring, giving the breathing ring a
**tint** of the team color instead of the exact team color.
This allows a player to immediately identify their assigned team and
maintains overall consistency with FFA, Duos, Trios, and Quads game
modes.
See below for example implementation. In this screenshot, the self
player is on the red team as shown by the red tint to the breathing
spawn highlight ring. The screenshot also shows some of the static white
semi-transparent ring around the spawn location. The self player's
teammate is to the top left of the image with a solid red spawn
highlight. The non-player (nation) opponent on the blue team is shown to
the bottom left. In online games, nations are not present in team games.
In single player or private lobby games they are shown as here, without
a spawn color highlight and only a territory color.
<img width="402" height="292" alt="Team Spawn Color Tint"
src="https://github.com/user-attachments/assets/5696a408-a633-4ec8-bf93-c8afa8e2e121"
/>
## 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:
GlacialDrift
## Description:
Fixes: #676
This PR adds Players Vs Nations as a game mode in the menu.
For this change I have added two mutually exclusive option for this
mode:
1. Match number of nations to number of players who have joined
2. Set the number of nations to a fixed value
### Screenshots:
#### Options in Single player mode
<img width="1025" height="790" alt="image"
src="https://github.com/user-attachments/assets/c0685ea5-94f5-43c7-a9e5-390835fc94e9"
/>
<img width="1005" height="795" alt="image"
src="https://github.com/user-attachments/assets/dddba015-a424-40dd-a0fe-2571fd7b0fba"
/>
#### Options in lobby mode
<img width="1015" height="888" alt="image"
src="https://github.com/user-attachments/assets/45bc865b-c6a8-4b6a-9062-4eb499c1ea36"
/>
#### Example gameplay (1 Human Vs 90 Nations)
<img width="1888" height="912" alt="image"
src="https://github.com/user-attachments/assets/38faec75-171f-4358-a3be-93630cca1587"
/>
## 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:
saphereye
---------
Co-authored-by: Evan <evanpelle@gmail.com>
fixes#2275
Added global Start/Stop trading; use your **player panel** to trigger
it.
<img width="370" height="540" alt="Screenshot 2025-10-23 184447"
src="https://github.com/user-attachments/assets/c3b7967e-ffdd-4f37-ba67-b60a602278ce"
/>
- [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:
abodcraft1
## Description:
Describe the PR.
Adds the Halloween Special Map - Achiran. It has 4 nations and will be
playable in game for a period of around 2 weeks during the Halloween
event.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME
Nikola123
## Description:
fixes#2275
Added global Start/Stop trading; use your **player panel** to trigger
it.
<img width="370" height="540" alt="Screenshot 2025-10-23 184447"
src="https://github.com/user-attachments/assets/c3b7967e-ffdd-4f37-ba67-b60a602278ce"
/>
## 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:
abodcraft1
## Description:
Describe the PR.
Adds the Halloween Special Map - Achiran. It has 4 nations and will be
playable in game for a period of around 2 weeks during the Halloween
event.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME
Nikola123
**This PR improves spawn highlighting to identify self and friend/foe.
Suggested Label: Feature
Suggested Milestone: v26 or v27**
## Description:
**This PR changes the behavior for spawn color highlighting and
addresses issue #2270.**
Currently, the user's spawn highlight color is the same as all other
players in FFA and the same as all enemies in Team games. Although
"breathing" rings were added recently for the user's spawn highlight,
this can still be difficult to find on the map, especially with large
player counts.
This PR modifies how spawn highlights are drawn for the user and for
allies and enemies in Team games.
### User Spawn Color Updates
First, an additional spawn highlight color was added for the user in
`src/core/configuration/PastelTheme.ts`: `_spawnHighlightSelfColor`.
This is defined to be white (0xFFFFFF).
Second, the breathing ring was modified to improve visibility (all in
`src/client/graphics/layers/TerritoryLayer.ts`) :
- A radial-gradient transparent ring in the spawn color (white) is drawn
at all times
- The ring is transparent for `radius = 8` pixels from the player's
center point
- The gradient extends from `8` to `24` pixels from the player's center
point
- The first 10% of the ring (~ 1 pixel) is solid
- The remaining ring fades to transparent at `24` pixels
- A solid, "breathing" ring is drawn on top of the transparent ring
- The solid ring is also transparent for `radius = 8` pixels from the
center point
- The outer radius of the solid ring is a function of "time" in the same
way that the current breathing ring is implemented.
- The solid ring therefore grows and shrinks to cover the transparent
ring
### Other Player Spawn Color Updates
In FFA games, no change is made to the spawn color highlight of other
players. It remains `rgb(255,213,79)`.
In team games, the spawn color highlight of other players is updated to
use their team colors. For example, a player on the red team will have a
red spawn highlight, while a player on the purple team will have a
purple spawn highlight.
Both of these changes are handled with a simple update in
`src/client/graphics/layers/TerritoryLayer.ts` within the
`spawnHighlight()` method:
```typescript
const myPlayer = this.game.myPlayer();
if (myPlayer !== null && myPlayer !== human && myPlayer.team() === null) {
// In FFA games (when team === null), use default yellow spawn highlight color
color = this.theme.spawnHighlightColor();
} else if (myPlayer !== null && myPlayer !== human) {
// In Team games, the spawn highlight color becomes that player's team color
// Optionally, this could be broken down to teammate or enemy and simplified to green and red, respectively
const team = human.team();
if (team !== null) color = this.theme.teamColor(team);
}
```
### Attached Images
Three images have been attached. The three images show a progression of
the "breathing" user highlight. They also show the team-specific
highlights of players on other teams. (Note that Nations in the private
game were assigned teams but do not have spawn highlights).
<img width="1161" height="895" alt="Screenshot 2025-10-22 211929"
src="https://github.com/user-attachments/assets/71d466b8-61e4-4e30-83e5-06efdfc706ce"
/>
<img width="1322" height="934" alt="Screenshot 2025-10-22 212003"
src="https://github.com/user-attachments/assets/4e6c18b7-7f9e-436d-afb9-85a08a11c40b"
/>
<img width="1340" height="954" alt="Screenshot 2025-10-22 212028"
src="https://github.com/user-attachments/assets/597d0ed5-5519-4cf7-bc60-9963da3f7d7f"
/>
### Misc.
- I added `.idea/` to `.gitignore` because I use JetBrains IDEs
- I expanded the `fallbackColors` list. Right now it has a lot of green
colors, so I added equivalents for red, blue, cyan, magenta, and yellow.
## 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:
GlacialDrift
## Description:
Implement a basic matchmaking modal that connects to the api service and
waits for a game id. It then waits until the game starts and connects to
it.
Workers use long polling to check in with the matchmaking server and
receive player assignments.
## 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
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Description:
Adds a timer before self deleting units
Adds a loading bar under deleting units
Adds a timer in radial menu for clarity purposes

## 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:
Mr.Box
---------
Co-authored-by: Evan <evanpelle@gmail.com>
## Description:
This PR fixes several bugs and improves code quality:
- Fix spelling typos: "recieved" → "received" in Transport.ts and
GameServer.ts
- Fix comment typo: "isn'te" → "isn't" in TerrainLayer.ts
- Improve WebSocket cleanup in Transport.ts leaveGame() by replacing
empty onclose handler with proper
killExistingSocket() call
- Add console.warn for image decode failures in StructureLayer.ts
instead of silent catch
- Remove commented dead code in DevConfig.ts
## Testing
All 288 tests pass. Development build completes successfully. No
breaking changes.
## Files Changed
- src/client/Transport.ts
- src/server/GameServer.ts
- src/client/graphics/layers/TerrainLayer.ts
- src/client/graphics/layers/StructureLayer.ts
- src/core/configuration/DevConfig.ts
## Checklist:
- [x] I have added screenshots for all UI updates (N/A - no UI changes)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (N/A - no user-facing text)
- [x] I have added relevant tests to the test directory (All 288
existing tests pass - no new tests needed for typo fixes)
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
Discord: hiphex_33496
Hiphex
Co-authored-by: Claude <noreply@anthropic.com>
## Description:
Added a colors tab in territory patterns modal so players can select
their color.
Refactored the PrivilegeChecker, removed custom flag checks since we no
longer support custom flags.
<img width="479" height="345" alt="Screenshot 2025-09-27 at 5 01 17 PM"
src="https://github.com/user-attachments/assets/ad96da65-f0eb-4731-a861-e6e5fcb4566a"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
This will allow players to conquer land from afk teammates in team
games.
No troop loss if attacking afk teammate.
Also remove the team check in attack execution because we already do an
isFriendly check.
## 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:
### ✅ Summary of Changes
This PR enables the ESLint rule **`@typescript-eslint/no-unused-vars`**
as requested in the issue and applies the necessary code adjustments
across the project.
#### 🔧 What was done:
- Activated the rule `@typescript-eslint/no-unused-vars` in the ESLint
config.
- Updated ~70 files to comply with the rule:
- Replaced unused variables with a `_` prefix where appropriate.
- Added inline ESLint disable comments (`eslint-disable-next-line`) for
specific cases where the variable or code block seemed important for
context, readability, or future use.
- Ensured no linting errors remain related to this rule.
---
### ❓ Clarification
Some cases were handled with inline disable comments instead of removing
the variable entirely, to avoid accidental breaking changes or loss of
intent.
If a different approach is preferred (e.g., stricter removal or
alternative handling), I’m happy to adjust the implementation
accordingly — just let me know!
---
### 🙌 Next Steps
Please review and let me know if:
- Any file should be handled differently.
- You prefer removal instead of disabling in certain areas.
- Additional rules should be enforced or reverted.
I’m available to make any follow-up improvements needed.
---
### 🎃 Hacktoberfest Note
I'm participating in **Hacktoberfest**, so if this PR is accepted,
please add the label:
`hacktoberfest-accepted`
Thank you!
#1784
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME
## Description:
This PR enables the ESLint rule `no-case-declarations`.
Fixes#1791
The issue was already assigned, but since there hasn’t been any activity
for about a month, I decided to open this 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:
aotumuri
## Description:
This PR adds a new Japan map.
<img width="975" height="967" alt="スクリーンショット 2025-09-28 18 06 11"
src="https://github.com/user-attachments/assets/5ef06c1a-f020-4109-a5df-3cba7a9a074f"
/>
## 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 the Montreal map that was used in OFM with some revisions,
including adding some river and changing the overall topography.
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:
DISCORD_USERNAME
Nikola123
## Description:
Add support for colored territory patterns/skins
* Refactored & updated territory pattern rendering to render colored
skins
* rename public from pattern to skin (keep pattern name internally, too
difficult to rename)
* Moved all territory color logic to PlayerView
* Updated WinModal to show colored skins
* Refactored decode logic into a separate function: decodePatternData
* Refactored/updated how cosmetics are sent to server. Players now send
a PlayerCosmeticRefsSchema in the ClientJoinMessage.
PlayerCosmeticRefsSchema just contains names of the cosmetics, and the
server replaces the names/references with actual cosmetic data
* Refactored PastelThemeDark: have it extend Pastel theme so duplicate
logic can be removed.
*
## 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:
New lobby values based on the average amount of tiles a player owns once
all the bots are dead, per map.
## 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:
bingbing567_27231
## Description:
This removes the dependencies on R2, and allows contributors to replay
games without R2 access.
## 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:
Added a red delete button with trash can icon to the right-click radial
menu that allows players to voluntarily delete their own units.
## 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
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Kipstz
<img width="286" height="209" alt="image"
src="https://github.com/user-attachments/assets/85142be3-2aa5-4c84-ab30-0c68289c8f85"
/>
---------
Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
## Description:
Need to disable login requirement to test the new login on purchase flow
in staging.
## 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:
Team games have been too fast because teammates can create large
networks. Reduce the bonus from 50k=>25k
## 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:
v25 increased the number of trade ships from v24, causing lag
complaints. On my chromebook pathfinding is using over 60% of cpu.
So reduced the number of trade ships roughly by half, but double the
gold per trade ship so it should balance out,
World v25:
* 2 mins: ~ 60 trade ships
* 5 mins: ~ 140 trade ships
World on this branch:
* 2 mins: ~ 35 trade ships
* 5 mins: ~ 70 trade ships
Also increased the probably of trade ship spawn for players with under 2
tradeships to prevent larger players from starving out smaller players.
## 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:
Fix color assignment crashing squad games.
For squad games, teams are assigned 1,2,3, etc. So the ColorAllocator
cannot find them and throws an exception.
## 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:
v25 meta update:
- Trade ship spawn rate is determined by number of ports players has and
total number of tradeships on the map
- Train spawn rate scales hyperbolically with number of factories owned
by player
- Factory & Port share the same early unit discount (eg building a port
makes the factory more expensive), this is to encourage more
specialization: become a naval economy or land based economy.
- Trains spawn from factories and arrive on cities
- Trains only give gold on cities
- Trains give 50k gold for allies, 25k for nonallies, and 10k for self
- Large players are given a 30% speed/attack debuff in sigmoid curve
- Reduced attack bonus for large players
- Nerf bot gold production from 1k/s => 500/s
- Nerf bot max troops
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
This PR does two things:
1. Allows you to send an alliance request to approve an existing
request, ex:
* player A sends req to player B
* now player B can send an ally request to player A, which accepts the
request from player A.
This way even if you lose or don't see the alliance notification, you
can still accept the alliance.
2. Have AllianceRequestExecution reject the request if not accepted or
rejected. There is a bug where sometimes the EventDisplay does not
trigger the delete() function, resulting in hung alliance requests. I
couldn't figure out why the delete() function is sometimes not called,
but I think it's better design to have core/ itself handle abandoned
alliance requests, this was UI bugs can't break the game state.
## Please complete the following:
- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
During the play test, trains did not produce enough gold. So increase
gold, and give 4x bonus for allies.
## 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
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Have the diplomacy view only draw border, not interior tiles. Drawing
the interior tiles is a very expensive operation and caused main thread
cpu usage to spike to close to 100%.
Also change the color scheme so that neutral players are gray, and
embargoed players are red. I think long term embargo should be more of a
war state.
Added embargo update and cleaned it up to use Player instead of
PlayerID. There's no reason to pass ids around.
<img width="493" height="466" alt="Screenshot 2025-08-07 at 6 25 55 PM"
src="https://github.com/user-attachments/assets/75552036-42f1-4103-9537-234ff1c0464f"
/>
## 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
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responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
I played a few games and the number of trains was distracting. Cut the
number of trains roughly in half, we will probably need to adjust train
gold to compensate.
## Please complete the following:
- [ ] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
This update encourages alliances by modifying how train-based trading
works. Trading is now restricted to allied networks, and allied trades
offer better rewards than self-trades, incentivizing cooperation.
Changes:
- Train destinations are now limited to stations owned by the player or
their allies.
- Delivering a train to one’s own station grants 4,000 gold.
- Delivering a train to an ally’s station grants 5,000 gold to both the
sender and the receiver.
This system encourages players to form alliances, especially with
factory-focused players.
## 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
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responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
Current SAM behavior is to shoot a missile as soon as a nuke is in
range.
Players can exploit it by overshooting behind the SAM, so the SAM
missile will take way longer to reach the nuke, usually too late to
prevent its explosion.
This PR introduces a "smart" targeting system that allows SAM to
calculate an optimal interception tile along the nuke's trajectory. They
can also preshot before the nuke becomes vulnerable, as long as the
interception tile will be within the vulnerable window.
This change makes SAM range enforcement much more strict.
Changes:
- Nukes now precompute their full trajectory on creation and update
their current position index every tick.
- SAMs use this trajectory data and their own missile speed to calculate
the ideal interception tile.
- SAM missiles now aim directly at that interception point rather than
chasing the nuke.
Small changes on the fly:
- `BezierCurve` now uses a provided increment so the curve LUT is the
optimal size
- Increased nuke opacity when untargetable: 0.4 → 0.5
- Slightly extended nuke vulnerability range to SAMs: 120 → 150
===
Preshot an incoming nuke still in the unfocusable state. Notice how the
nuke is destroyed as soon as becomes focusable:
https://github.com/user-attachments/assets/9fbf1ae4-33b4-4fa0-9b53-cb53f3adc17b
Shooting right at the range limit:
https://github.com/user-attachments/assets/d68793ac-b249-45fe-88bf-e20f70758449
Shooting behind the SAM:
https://github.com/user-attachments/assets/800cd7ff-d9d9-40f3-aba8-fa3ab526b3b2
## Please complete the following:
- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
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responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
The troop/worker ratio bar is almost never changed. so remove it and the
entire concept of workers. Now there is just troops.
Now players get a consistent 1k/s gold.
## 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
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responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
I've made a mistake and accidentally uploaded the v23 binary instead of
v24. My apolocheese
I also updated the map based on Duwibi's feedback
## Please complete the following:
- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
aceralex
## Description:
This is a map of the Yenisei Bay in Russia. It contains 6 nations and
should be all compatable with all of the new map stuff. It has a size of
2000x2500 (which also means that it's larger vertically)
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
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responsibility for any bugs introduced
- [ ] I have read and accepted the CLA aggreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME
Nikola123
## Description:
https://github.com/openfrontio/OpenFrontIO/commit/932d4f3be2cded197e5ed4712a9e9e35963b86a6
made the curve way too steep, so just one MIRVWarhead caused enormous
population damage, so receiving crossfire from a nuke could cause
extensive damage
This PR Makes the curve much more linear, so the first explosions aren't
as deadly. Also change the asymptote to 3%, in practice it ends up being
around 5%.
## 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
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Redoing this PR because the previous one was just a mess. ~~Now
everything is in 1 commit.~~ not anymore
I have added the map of Pluto, based on the discord suggestion that has
41 upvotes.
<img width="2100" height="1300" alt="pluto_final_clean"
src="https://github.com/user-attachments/assets/9eaa44f9-c18e-48ca-89e4-ac59273859f7"
/>
The map looks like this ^
The map doesn't cover all of Pluto, because we simply don't have the
data about the other side. Instead this map covers most of the mapped
area which has high quality height data.
<img width="2438" height="1219" alt="image"
src="https://github.com/user-attachments/assets/c5adfd52-0e92-4cb9-b97b-afd7df822588"
/>
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
aceralex
## Description:
Instead of all teams having the same color, they get a different color.
### 2 teams

### All teams

## Please complete the following:
- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
pineappleprince
---------
Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
Decreasing MIRV warhead blast radius nerfed them too much, so have them
destroy 95% of population.
## Please complete the following:
- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
There was a bug where we only checked for betrayals if the target tile
was owned.
## Please complete the following:
- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Changes Alliance time to 5 minutes from 10 as per manager meeting
## Please complete the following:
- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
Iamlewis
## Description:
This contains the update from zod 3.25 to 4. Change imports back from
zod/v4 to just zod. No errors in VSCode.
## Please complete the following:
- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
tryout33
## Description:
Self hosted grafana has maintenance burden, so migrate to grafana cloud
## Please complete the following:
- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan