## 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:
**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:
Various changes, applied more styling from the homewrecker branch
* dimmed background
* Content width: expands to 24cm on 2xl screens
* game card ocean color: French blue → sky-950
* Action buttons (Create/Ranked/Join): French blue → slate-700
* Modifier badges: teal → sky blue, to keep in color scheme
* CTA buttons (Start Game, Join Lobby): blue-600 → sky-600 across all
modals and <o-button>
* Nav font: font-bold tracking-widest → font-medium tracking-wider
* Username/flag inputs: font weight lightened to font-medium
tracking-wider
* Language flag: blue color filter applied
BEFORE:
<img width="1446" height="978" alt="Screenshot 2026-03-08 at 6 48 57 PM"
src="https://github.com/user-attachments/assets/ff748e1c-6cb5-4a66-ac27-9538e935b325"
/>
AFTER:
<img width="1629" height="988" alt="Screenshot 2026-03-08 at 6 46 53 PM"
src="https://github.com/user-attachments/assets/364bb57a-65ff-40cf-931b-067ed36e3c5b"
/>
## 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:
A bunch of small UI improvements:
* Make the content width a bit smaller so gutter ads fit
* remove the "duos" "trios" "quads" description on the game card since
it's redundant
* update UI in game card
* minor footer layout changes
* update z-index to ensure content appears above ads
* removed hasUnusualThumbnailSize, instead just check the map ratio
* Use "object cover" for non-irregular maps to the entire game card is
filed
* remove white ouline from the version
* changed solo button to sky blue
* make timer "s" lowercase
I think we may need to change the openfront logo color a bit too to
match the color palette, but we can do that in a follow up.
<img width="1591" height="969" alt="Screenshot 2026-03-05 at 2 04 48 PM"
src="https://github.com/user-attachments/assets/7bb9ea4c-5a17-47e1-bdad-9d6437b363b3"
/>
## 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:
Adds two new public game modifiers for variety and improves compact map
eligibility for team games.
### New Modifiers
**Hard Nations (`isHardNations`)**
- We need this modifier for HvN, because medium nations are easier now
(will result in a much higher human winrate)
- In a discord discussion we concluded that HvN should generally be
easier (higher winrate than 50%, so players are less frustated)
- Thats why only 20% of HvN games have the hard nations modifier (for
now)
- For PvPvE enjoyers, the modifier is also active in FFA games => (Only
2.5% chance, and 1 ticket in `SPECIAL_MODIFIER_POOL`)
**25M Starting Gold (`startingGoldHigh`)**
- Some people in the main discord wanted this modifier, and it will
result in crazy games
- Rare special-only modifier (1 ticket in pool); mutually exclusive with
5M starting gold via `MUTUALLY_EXCLUSIVE_MODIFIERS`
- Disables nations (they lack PVP immunity, so 25M gold doesn't work
well with them)
- Excluded from HumansVsNations games (since it disables nations)
- Spawn immunity set to **2 minutes 30 seconds** (vs 30s for 5M gold),
so people can spend the gold and prepare
### Other Changes
- **Improved `supportsCompactMapForTeams`**: Replaced the hard `smallest
>= 50` land-tile cutoff with a per-team-config calculation that
simulates worst-case compact player count and checks every team gets at
least 2 players.
- **HvN spawn immunity**: Always 5 seconds in both regular and special
lobbies (to get rid of a confusing PVP immunity HeadsUpMessage in 5M
starting gold games)
- **Regular public lobby random spawn modifier probabilty**: Reduced
from 10% to 5% (Because of the new modifier, so there aren't too many
modifiers in non-special-lobbies, should only occur sometimes there)
- Rebalanced `SPECIAL_MODIFIER_POOL` a bit
## 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:
Before:
<img width="744" height="540" alt="image"
src="https://github.com/user-attachments/assets/79baafa3-0c80-470d-a7bc-da428a0d4402"
/>
After:
<img width="746" height="509" alt="image"
src="https://github.com/user-attachments/assets/ca3c57d4-0854-4879-9792-ee8e00ae164e"
/>
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description:
The master set lobby start times on creation, which caused an issue if
the previous lobby filled up and started before its timer ran out, the
next lobby would have its timer set too far back. For example, if lobby
time is 60 seconds, and the first lobby fills up after 10s, the
subsequent lobby would have its timer set for 110 seconds (60+50).
Instead we have the master set the lobby start time only when it is next
up in rotation. So all lobbies behind it don't have a start time,
because we don't actually know what it should be.
## 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:
Put Solo and Ranked above the public lobby buttons on mobile.
The Solo, Ranked, Create Lobby and Join Lobby buttons fall outside of
view on the average mobile screen. Since Solo is the most played game
mode and could probably be more directed to beginners, this button needs
to be in view for those who don't realize right away that there are more
buttons when scrolling down.
Ranked just has its place to the right of it and moves with it.
Create Lobby and Join Lobby are for players who already know their way
around a bit, so it's ok if they stay at the bottom. This way we
advertise having 3 public lobbies as well, as all 3 are in view always
(the 3rd at least partly which makes one curious to look what lobby it
is showing).
**BEFORE**
https://github.com/user-attachments/assets/c56e124e-069a-48bd-8860-c1113cca102f
**AFTER**
https://github.com/user-attachments/assets/83306828-d1e1-439e-9058-7f741d704ea3
## 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
---------
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## 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