## Description:
I noticed two HvN bugs.
1. Private lobbies don't set `maxPlayers` in `GameConfig`, causing
`getGameModeLabel()` to render "0 Humans vs 0 Nations". Fall back to the
simple "Humans vs Nations" label when `maxPlayers` is unavailable.
<img width="239" height="84" alt="Screenshot 2026-03-07 034150"
src="https://github.com/user-attachments/assets/b2f01b96-674f-47dc-ae03-06bec71e3134"
/>
2. In public HumansVsNations games, the server matches the nation count
to the human player count at game start. The lobby team size preview
wasn't reflecting this - it displayed the raw config value instead.
Added `isPublicGame` prop to `LobbyPlayerView` and an
`effectiveNationCount` getter that overrides the displayed nation count
to match `clients.length` only for public HvN games. Private lobby hosts
retain full slider control. (This bug got introduced with my
"Configurable nation count" 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:
FloPinguin
## Description:
I hope we can get this into v30?
The nation count is configurable now, just like the bot count.
Replaced the "Disable Nations" toggle with a nations slider (0–400) in
SinglePlayer and Host Lobby modals.
<img width="710" height="121" alt="Screenshot 2026-03-03 021952"
src="https://github.com/user-attachments/assets/c8d0f0c3-db51-4303-95fa-dbc770460ec2"
/>
Public games are staying exactly the same, this is just for singleplayer
and private lobby fun.
Youtubers could play HvN against 400 nations, for example.
Singleplayer enjoyers no longer have to play against 1 nation in HvN,
they can freely choose.
`GameConfig.disableNations: boolean` got replaced by `nations: number
(0-400, optional)`
`undefined` = map default,
`0` = disabled,
number = custom count
Nations slider defaults to the map's nation count, shows "(MAP DEFAULT)"
label when unchanged
Compact map toggle reduces nations to 25% when at default, restores when
toggled off (just like we already do with bots)
The nation count for HvN no longer automatically matches the human count
in singleplayer and private games, only in public games.
**What if there aren't enough nations configured for the map?**
We just use the HvN logic (Generate random nations)
### Warning
**This infra PR also needs to get merged:
https://github.com/openfrontio/infra/pull/263
Otherwise players can set 0 nations and get achievements.**
## 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:
Resolves#3285. As discussed on Discord.
However, in at least one instance "Tribes" feels a bit off: in Humans vs
Nations, team "Tribes" feels as human too while they are just bots.
This PR changes Bots to Tribes outwardly by
- Changing default EN translation.
- Changing (untranslated) alt text in PlayerPanel.
- To change "Team Bot" into "Team Tribes" too in PlayerInfoOverlay and
TeamStats (team leaderboard in-game), translate team names in there from
now on too.
- This way we also fix a bug where team names were not translated yet in
there. To add to that fix, also translate team names in LobbyPlayerView
in the same way. For this we re-use the existing
getTranslatedPlayerTeamLabel function from GameLeftSideBar by moving it
to Utils.
- No translation key was present yet for Humans and Nations teams, so
added those to now be used in PlayerInfoOverlay, LobbyPlayerView and
TeamStats for completeness.
- No internal code changes so nothing breaks.
**BEFORE (showing old team name Bot and also that team names weren't
translated yet in TeamStats)**


**AFTER** (translations in Dutch only shown as proof here, did not
include nl.json in 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:
tryout33
## Description:
Update UI
check https://homepageupdate.openfront.dev/
Improved mobile UI (now fills whole screen for all modals) e.g.:
<img width="432" height="852" alt="image"
src="https://github.com/user-attachments/assets/56de40af-4137-4c57-96b7-3910c9a665b8"
/>
Converted PublicLobby to be "GameModeSelector" to get a nicer 4x4 grid
div, where <GameModeSelector> now handles all the username validation
now (removed redundant code from modals such as matchmaking) also fixed
a bug where someone could have "[XX] X" as thier username (when the
minimum should be 3 chars for their name)
Now visually displays the 3 lobbies ffa/team/special (which is a
continuation from the work done in: #3196 )
<img width="818" height="563" alt="image"
src="https://github.com/user-attachments/assets/a15cd31b-6061-4fb8-83ee-ffde6225cfa7"
/>
updated the background:
<img width="1919" height="807" alt="image"
src="https://github.com/user-attachments/assets/358a7434-51b8-4540-baf2-d1be05053c44"
/>
slightly updated the glassy-look to be less glassy:
<img width="825" height="729" alt="image"
src="https://github.com/user-attachments/assets/1801871b-bbf8-43db-ac53-489337ae80a5"
/>
## 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#2962
## Description:
Anonymize lobby preview player names when “Hidden names” is enabled,
using the same deterministic mapping as in-game.
<img width="864" height="618" alt="スクリーンショット 2026-01-20 21 13 19"
src="https://github.com/user-attachments/assets/30ebe155-c66e-49a5-8957-f8ec0a1ccd76"
/>
<img width="668" height="341" alt="スクリーンショット 2026-01-20 21 13 27"
src="https://github.com/user-attachments/assets/6ef74d98-ea2f-4156-a321-306acf012672"
/>
## 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:
Use `this.getEffectiveNationCount()` everywhere inside of
`LobbyPlayerView`, instead of `this.nationCount`. So the team player
counts always update properly.
## 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:
1. In JoinPrivateLobbyModal the nation count loading was missing. That
caused the team preview UI to show different player counts compared to
the HostLobbyModal. For example it showed 0/0 nations for the
HumansVsNations team mode (instead of 2/2):
<img width="726" height="217" alt="Screenshot 2026-01-16 211337"
src="https://github.com/user-attachments/assets/8b4219de-e2b2-46ff-a600-c86915e5bdb3"
/>
2. Turn down HvN difficulty from Impossible to Hard.
We steamrolled over Hard nations in the playtest (at least in two of the
three games) because we donated lots of troops to each other.
But after some API data research I noticed that only 33% of players in
public team games ever use the donate functionality.
And we probably have less skilled players in public games than in the
playtest.
So its probably better to use the Hard difficulty to ensure balanced
gameplay.
I know, I'm overthinking this 😂
## 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