## Description:
Remove the header ad because that's where the player info overlay is,
and instead put it on the bottom left
Ad is not displayed on small screens.
<img width="1916" height="924" alt="Screenshot 2026-03-16 at 7 27 58 PM"
src="https://github.com/user-attachments/assets/e39c4be6-5270-4a77-bfbd-9521d15b9211"
/>
## 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:
Reduces `numSpawnPhaseTurns` from 300 to 100 (matching singleplayer
duration) when random spawn is active. Since players can't choose their
spawn location in random spawn mode, there's no need for the full
300-tick spawn phase.
## 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:
For the next v30 fix version
<img width="868" height="364" alt="imaege"
src="https://github.com/user-attachments/assets/520a999c-67e7-4c57-8651-895ad9eeb73a"
/>
HvN balancing for the revamped difficulty steps of v30 sadly doesn't
really work out...
In medium difficulty games humans nearly always win (boring)
In hard difficulty games humans usually lose
It was intended differently...
So lets get rid of medium difficulty HvN, always use hard difficulty and
disable the donation-capability for public game nations.
That will tune the human winrate towards a middle ground at about 65% I
think. Which should be nice.
Easier than in v29 (was frustrating sometimes) but not as easy as it's
now.
We can only test this in prod lol
## 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:
Reduce HUD transparency for better readability by making the Control
Panel, Attacks panel, Events/Chat panel, and Hover panel more opaque
while keeping a subtle blur effect.
## 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:
HulKiora
Before :
<img width="518" height="134" alt="image"
src="https://github.com/user-attachments/assets/dd714a8e-5b8c-4754-b68d-a86a0f82afcf"
/>
After :
<img width="519" height="138" alt="image"
src="https://github.com/user-attachments/assets/828b88be-a071-474c-a4a2-80d1c679b3df"
/>
## Description:
mls for v30
Version identifier within MLS: 4.16
## 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:
* Adds ClientMsgRateLimiter — a per-client token-bucket rate limiter
that gates all incoming WebSocket messages. Returns "ok", "limit"
(drop), or "kick" based on the violation type.
* Intent messages are capped at 500 bytes each (they are stored in turn
history for the game duration, so oversized intents
accumulate in server RAM). Violations kick the client.
* Winner messages bypass the byte rate limit (they include stats for all
players and can be 100s of KB) but are strictly capped at one per client
— a second winner message kicks the client.
* All other messages go through the standard per-second (10/s) and
per-minute (150/min) rate limits. Violations drop the message; byte
budget exhaustion kicks the client.
* WebSocket maxPayload set to 2 MB on game workers.
Invalid (unparseable) messages now immediately kick the client rather
than being silently dropped.
Unit tests added for all rate limiting behaviors.
## 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:
- Prevent `BaseModal.open()` from firing `onOpen()` twice when
Navigation.showPage() re-calls `open()` on inline modals
- Adds an `isModalOpen` early-return guard, matching existing behavior
in `OModal.open()`
## 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:
Jish
## Description:
**Homepage layout:** Reorder the game mode cards so FFA is the left
(large) box, Teams is the upper-right box, and Special Games is the
lower-right box. Mobile order updated to match (FFA → Teams → Special).
**Special game modifiers:**
- Adjusted modifier count roll to 40%/40%/15%/5% for 1/2/3/4 modifiers
(was 30%/40%/20%/10%) because having so many special games with 3/4
modifiers while we only have 8 modifiers in the pool is a bit dumb (from
the 8 modifiers two are mutually exclusive and 4 should be quite rare).
- Changed ticket counts in `SPECIAL_MODIFIER_POOL` so
isAlliancesDisabled and isHardNations are more rare.
## 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:
To give more space in the center of the screen remove the top & bottom
margin. Also make the control panel & player info panel slightly shorter
& longer.
<img width="1167" height="961" alt="Screenshot 2026-03-12 at 7 20 40 PM"
src="https://github.com/user-attachments/assets/15baf640-daf0-4394-9107-d175130e7754"
/>
## 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
After a player left, the server would fall back to Lobby phase if player
count dropped below the max — even if the game had already started.
Now checks hasStarted() before reporting Lobby phase.
## Description:
In v30 we have the following change to prevent teammates from destroying
your structures:
**Block nuking teammate structures** - Nukes blocked if they'd hit a
teammate's structure (that was possible by nuking oceans / rivers) (by
@FloPinguin)
Original idea was from Wonder.
I think it makes sense, but it has a side effect: The aftergame, which
many players love, will be dead because of this change.
<img width="835" height="103" alt="image"
src="https://github.com/user-attachments/assets/521b7915-be28-4d83-8d45-65835e7385ab"
/>
<img width="1101" height="105" alt="image"
src="https://github.com/user-attachments/assets/db74a9c6-da12-44a2-aa06-f042b8e58b8a"
/>
I think a lot of complaints will follow after v30 is live.
So why not add a little bit of logic for the aftergame?
After a team wins/loses, players can nuke their teammates. No longer
need to aim for water. SAMs also intercept teammate nukes in this phase.
## 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:
Calling `lobbySocket.stop()` closes the WebSocket, but the async `close`
event fires afterward and triggers `handleClose()` →
`scheduleReconnect()`, reopening the connection. In singleplayer, both
`onPrestart` and `onJoin` callbacks fire synchronously in a single
stack, so the second `stop()` call has nothing left to clean up - the
reconnect timeout gets set after both calls complete.
Adds a `stopped` flag that skips reconnection in `handleClose()` when
the socket was intentionally closed.
Surely this PR description is not AI generated.
Should reduce network load of the server because all the singleplayer
gamers no longer stay connected to the lobbies websocket forever. They
also no longer load all the map mainfest.jsons and thumbnails while they
are playing alone (rotation running in the background).
- [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:
Before:
<img width="215" height="239" alt="Screenshot 2026-03-10 at 10 29 12 PM"
src="https://github.com/user-attachments/assets/bb044425-eb2f-427c-afd6-6c9dd5d075aa"
/>
After:
<img width="240" height="207" alt="Screenshot 2026-03-10 at 10 27 33 PM"
src="https://github.com/user-attachments/assets/21ce4c3b-ab24-4af0-b608-6be5603320fb"
/>
## 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:
Now that cities snap to existing rails, it's possible to line up dozens
of cities in a row, producing way too much gold. This PR reduces the
gold after each stop to prevent that. Gold only starts decreasing after
the 3rd city.
## 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:
Show outgoing attacks on the PlayerInfoPanel. Also update the
AttacksDisplay so it uses the same icon for incoming & outgoing attacks
<img width="502" height="97" alt="Screenshot 2026-03-10 at 2 02 49 PM"
src="https://github.com/user-attachments/assets/de83bf4d-b1b9-4fec-a8c6-e25bbf82c942"
/>
<img width="483" height="167" alt="Screenshot 2026-03-10 at 2 03 02 PM"
src="https://github.com/user-attachments/assets/cf43106f-5f3a-4a78-abae-dff019de4fb4"
/>
<img width="509" height="203" alt="Screenshot 2026-03-10 at 2 03 28 PM"
src="https://github.com/user-attachments/assets/79db2081-dd93-4ff4-aaa7-75281c16c037"
/>
## 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:
When the game was on dark mode, seeing the coordinate text on oceans
became impossible. Now we check for dark mode in the layer to change the
text color accordingly.
Light Mode:
<img width="3430" height="1669" alt="image"
src="https://github.com/user-attachments/assets/181d53f5-b218-4f85-9d06-7e80f5d20004"
/>
Dark Mode:
<img width="3488" height="1706" alt="image"
src="https://github.com/user-attachments/assets/8a8e3951-31b4-448d-bc87-7fabd105e5fb"
/>
## 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:
During the playtests people mentioned the UI was too small. Also change
the troop color because white & green was difficult to read.
<img width="559" height="196" alt="Screenshot 2026-03-10 at 12 42 58 PM"
src="https://github.com/user-attachments/assets/9ba5ccaa-3113-4998-a016-e9936269f5de"
/>
<img width="491" height="96" alt="Screenshot 2026-03-10 at 12 43 15 PM"
src="https://github.com/user-attachments/assets/54f7886f-b830-451e-9a7a-3a764efdfbcc"
/>
<img width="574" height="208" alt="Screenshot 2026-03-10 at 12 43 25 PM"
src="https://github.com/user-attachments/assets/2583b492-1844-4814-8fd8-b7216a1dad60"
/>
## 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 registers the straitofhormuz map in main.go. This ensures that
the map is processed and included when running the map generator, as it
was previously present in the resources but missing from the generation
pipeline.
## 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
## Description
Follows up on #3290 which renamed the user-facing "Bots" to "Tribes".
This renames the internal implementation to match:
- `BotExecution` → `TribeExecution`
- `BotSpawner` → `TribeSpawner`
- `BotNames` → `TribeNames` (`BOT_NAME_*` → `TRIBE_NAME_*`)
All callers updated accordingly. `PlayerType.Bot` and `ColoredTeams.Bot`
are intentionally left unchanged as they are serialised wire-format
values.
Closes#3335
## Please complete the following:
- [x] My changes do not break existing functionality
- [x] I have tested my changes
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Just reply here
---------
Co-authored-by: PGray <PGrayCS@users.noreply.github.com>
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves#3064
## Description:
Adds Esc and Enter to the Help modal hotkeys section with consistent key
styling and descriptions:
- **Esc** – Shown with label; description: "Closes menu. Cancels unit
build preview."
- **Enter (↵)** – Shown with symbol and label; description: "Confirms
input. Confirms unit build preview."
Both keys use the same keycap style as existing hotkeys. Enter label
uses the standard symbol (↵) in `getKeyLabel()`. New strings are in
`en.json` under `help_modal.action_esc` and `help_modal.action_enter`.
<img width="723" height="427" alt="image"
src="https://github.com/user-attachments/assets/52fc168a-a850-4ac5-ba82-72f7672f476c"
/>
## 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:
.wozniakpl
## Description:
Rex had this idea: "It would be funny to have an option in private
lobbies to disable alliances."
I added it as an option.
Now people can choose to live in constant fear of their neighbors 😆
Also added two new public game modifiers for variety (only for the
special rotation):
- Alliances disabled (low probability)
- x2 gold multiplier (low probability)
Would be nice to squeeze this into v30, last minute?
## 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