Jump to content

Village

Developer
  • Posts

    197
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by Village

  1. Saying "this is hard to read" doesn't help me any. What's hard to read and why?
  2. There's not a thread no, but you can open a ticket on the PnW Discord server and we'd love to fix things up!
  3. There's a reason it's not? It lets winners sit on losers even more than present, they have zero immunity or any chance of dealing any damage.
  4. Hey everyone, the June 2023 Update is now officially deployed! Below I’ve listed the various changes completed. The key differences from the original post is that the beige and partial superiorities changes are not being implemented and an army value modifier has been added. July 2023 Update The July 2023 Update should be announced and deployed in the next short while, along with a rough roadmap of content through to the end of this year! Changes The entirety of the war components for the game have been rewritten from the ground up, that’s both the backend and frontend. Given the nature of these updates, there will most certainly be issues in its implementation, and the goal of the tournament is primarily to test these changes and catch any issues before they become apparent during a live server global war. Spy counts and exact spy odds have been made public. Nation score from cities has been returned to 100 score per city instead of 75 score. An army modifier is being implemented to take the calculated army value (for calculating attack success, not casualties) and raise it to the power of 3/4. I.e. If I have an army value of 1000, my army value is now 1000^(3/4) = 177, and my opponent’s army value goes from 800 to 150. For casualties, the kills for each unit will be calculated using the formula (the army values here are pre-adjustment to the power of 3/4) ((att army value + def army value) / (att army value ^ (3/4) + def army value ^ (3/4))) * (side army value ^ (3/4)). For example, to calculate attacker kills the side army value would be the attacker’s army value before being adjusted to the power of 3/4. This formula has the effect that it reduces attacker losses and increases defender losses when a smaller military is attacking a larger, and increases attacker losses while reducing defender losses when a larger military is attacking a smaller. Spy attacks against missiles now have a 25% chance to destroy an additional missile. Nukes now kill four improvements per attack. 2 of these improvements can be any improvement. 2 of these improvements are any non-power plant, non-military improvement. In the effect 2 such improvements are not available, the remaining improvement destructions can target any improvement. Missiles can now kill two improvements per missile. Missile Launch Pad allows a nation to build two missiles per day. Iron Dome reduces the number of improvements destroyed by a missile by 1. The chance that Iron Dome blocks a missile is reduced from 50% to 30%. Vital Defense System reduces the number of non-power plant, non-military improvements destroyed by a nuke by 1. The chance that Vital Defense System blocks a nuke is increased from 20% to 25%. Military Salvage now uses steel/aluminum used by both sides when calculating the amount of resources to add. Treasures can only be lost through defensive wars. National Projects Added Bureau of Domestic Affairs: $20,000,000, 100,000 Food, 10,000 Aluminum, 10,000 Gasoline, 10,000 Steel, 10,000 Oil, 10,000 Coal, 10,000 Iron. Requires Government Support Agency. Reduces the timer for changing Domestic Policies to 1 turn. Added Advanced Pirate Economy: $50,000,000, 20,000 Aluminum, 40,000 Munitions, 20,000 Gasoline Requires Pirate Economy and that the nation has won or lost 100 combined wars. Adds an additional offensive war slot, 5% more loot from ground attacks, and a 1.1x modifier to loot from defeating a nation and the defeated nation’s alliance bank. Pirate Economy now provides a 5% bonus to loot from ground attacks. Added Surveillance Network: $300,000,000, 20,000 Aluminum, 20,000 Steel, 10,000 Uranium Requires Intelligence Agency and Advanced Urban Planning. Spy attacks against your nation are 10% less likely to succeed and the attacker is 10% more likely to be identified. Added Mars Landing: $200,000,000, 20,000 Oil, 20,000 Aluminum, 20,000 Munitions, 20,000 Steel, 20,000 Gasoline, 20,000 Uranium Requires Space Program and Moon Landing. Similar to Moon Landing, provides a unique achievement to the first player to build it as well as one to every other player who builds it. All players who complete it will be tracked on a leaderboard like the Moon Landing project. Nations will also gain a daily boost to their approval rating. Economic Changes These economic changes are going live with the posting of this announcement. Nuclear plant upkeep is doubled, going from 1.2 to 2.4 uranium per day. Food consumption per city is changed to (((base_population)^2) / 125_000_000) + (((base_population) * (city_age_modifier) - base_population) / 850) Miscellaneous The game will now notify you when your verification is about to run out. The new player revenue bonus is extended to 100% at C1 then decreasing by 5% through to C20. Login bonus changes: These changes are amalgamated from the approved changes here https://forum.politicsandwar.com/index.php?/topic/33757-game-development-discussion-second-new-player-thread/ as well as the more recent ideas here [https://forum.politicsandwar.com/index.php?/topic/35717-log-in-bonus-increases/.](https://forum.politicsandwar.com/index.php?/topic/35717-proposed-log-in-bonus-increases/) Login bonus daily increase changed to $500,000. Login bonus maximum amount increased to $2,000,000. When you miss a day, you go down two steps not down to zero. New players earn 2x the max login bonus (no chance from existing functionality), making their maximum bonus $4,000,000 with a $1,000,000 daily increase. Nations leaving Vacation Mode will automatically be given 1 day (12 turns) of beige. Players will be sent an email to verify their IP address when logging in from a new IP. Completing a bounty while blockaded will place the money into an escrow account that will be emptied onto your nation once you are no longer blockaded. When a nation deletes with active defensive wars, 50% of its resources will be split between the attackers. A new withdrawal confirmation modal to protect against mistaken transfers. A new alliance disband button to allow easier alliance disbandment (this has a number of checks to prevent against erroneous or mistaken use). Add a editor parameter to the nation and alliance edit pages to allow disabling the WYSIWYG editor for custom HTML descriptions (&editor=raw in the URL) API Changes These changes will be likely be deployed after the test server tournament, however they may be launched earlier. Further updates will be provided in the Politics and Development server (https://discord.gg/Rrq56nMYSK). API v1/v2 are being deprecated. They will have a six month deprecation period then after that they may be deleted or have their functionality reduced at our discretion. I strongly recommend upgrading your code to use API v3 moving forwards. The send-message endpoint is an exception to this deprecation and will continue to function indefinitely. Massive shoutout to Putmir for this, API v3 now has mutations for accepting personal trades and managing alliance positions. Also, tax bracket and treaty mutations were released a while ago although never announced very well. Again massive shoutout to Putmir, the game now has functionality to facilitate the creation of scoped API keys (i.e. API keys that only have access to specific pieces of information). These scoped keys will not work for API v1 or v2 but will allow users to protect themselves and limit what actions and information developers are able to work with when creating bots or scripts. All existing API keys will have all scopes and new nations will no longer be created with an API key. Massive shoutout to Mateus for this, API subscriptions now support backtracking, meaning if you lose connection, once you reconnect your channel will receive events back to the last 10 minutes. To manually trigger this process, the client may make a GET request to /subscriptions/v1/rollback endpoint with two URL parameters being the timestamp (in milliseconds and up to 10 minutes before the present time) to roll back to and the channel to roll back. Events will then be sent back to that time. The API will also be getting a number of new fields to correspond to the war changes and new projects. And again to Putmir, anew query roughly equivalent to the tradeprice query from API v1. Conclusion Thank you guys so much for your patience, have a wonderful day and enjoy the update!
  5. You can't keep spies up if you've lost the spy war and now are resorting to nukes, and sure don't buy them until then but people will time it down to the seconds so as I said you need to be a keyboard ninja for it to work out. Should be very soon, I'm working through deployment stuff now.
  6. It's intentionally that way so you can't just permanently cycle at no cost from C1 to C10 using UP or using similar tactics in that tier.
  7. If nuke immunity is removed nukes are completely useless since they’ll get spied away within seconds or at most minutes, making it impossible to really nuke anyone unless you’re a keyboard ninja.
  8. Thank you guys! Just so everyone knows me not responding doesn't mean I'm not watching, I'll react to stuff and mostly want this as a list of things I can go down for stuff I missed.
  9. Hiya folks, Village here, this time asking for a bit of help. I’m presently working on implementing push notifications into the game, and right now I’m at the point where I need to add every single notification in all the places they’re supposed to be. To that end, I wanted to ask y’all for ideas on places I can put them to make sure I hit them all and don’t miss something important. Below I’ve put my current list, please comment below with suggestions on other places I can put them! As a note as well, I’m going to take all the notifications and put them into very granular categories, maybe even down to the individual notification level, so that you can only get the ones you want. Having war declared on you Having a war attack done on you/losing a war Getting embargoed Having your alliance position changed Getting commended/denounced Having your trade accepted Getting an in-game message Military reset Someone plays your team in baseball Getting a personal trade Having a personal trade accepted Getting a baseball challenge request New game changelog post (can filter out the monthly credit ones maybe) Being spied Thanks in advance for all your help! 🙂 Have a great day! P.S. Beige stuff is still being worked on, I’ve stepped back from that personally to let the milcom experts figure it out and so I can focus on new content for the game. Hopefully the team should have something out for y’all soon. 🙂
  10. What would the purpose of that be? Just cosmetics?
  11. Sounds like an interesting idea, I put it down as something to potentially discuss in the future when we're looking for new content.
  12. Sorry I don't have a more detailed post right now or specific replies for things, we're still going over feedback and sorting out stuff for a bunch of the things. I do want to clarify one thing though. The beige baiting idea is NOT set in stone, I know I didn't convey that well and I'm sorry about that. The fact that moderation is seeing an uptick in exploity cases and wants something to address beige baiting/slot filling in the expoity manner is non-negotiable, but the exact implementation of that is something that we have complete control over. I'm personally not the biggest fan of the current system either, but out of the options we had come up with it was the one we decided to go with. If you guys have better options we're all ears and I've got no issue making another post addressing that stuff in particular and possibly moving forward with a completely new idea or using this one with tweaks or conditions.
  13. Then can you still just remove beige at any time, meaning it's pointless to restrict you from declaring war once you've been beiged. That also doesn't solve any of the beige baiting issues or beige staggering issues. It is exploitable, and that's what the beige baiting change is for as well. I don't want to not include a "bad change" vote, but the fact remains that beige baiting is and remains against the rules and moderation wants something done about it. We're more than happy to take other suggestions for a change, but at the moment I haven't seen any comments about this specific change beyond people being angry that they're not allowed to beige bait. We're not trying to give out like 14 days of beige, we're trying to implement something once and leave it, that accomplishes the goals set out without overcompensating. No it's not perfect, but nothing ever is. That's why we're asking for feedback, to improve things.
  14. Hmm, maybe. I've put it down on the list as something to potentially consider in the future.
  15. Maybe, what would the actual purpose be for it though? Seems like something to add just cause it's simple.
  16. Personally I love this idea, I've put it down and we're definitely going discuss it sometime.
  17. This sounds cool, I'd love to add more event-based things to the game to keep people engaged and active. I'll put this on the list for when we have that discussion.
  18. This sounds like some interesting ideas, I'll put it on the laundry list to discuss sometime in the future.
  19. First war lost period, and it doesn't tick down until both offensives and defensives are finished unlike the current system. They would be able to slot you again, but then once that 6 turn timeout is up you'd be in beige with 7 days of beige that wouldn't tick down until those defensives are all off of you. Yeah, just like present. Yeah that's a good thought That still allows beige staggering and just sitting with your offensives, or very simply just never beiging your opponent and instead doing expire cycling instead of beige cycling. Declaring wars with the intent to not fight and get beige is against the rules and has been basically forever. Moderation has been getting more and more cases about it and wants something to prevent the mechanics from encouraging rule breaking behavior, which is where that came out of.
  20. Hey folks, I’m back today after we heard some feedback about you guys about the upcoming beige changes, below I’ve listed a few ideas and things and provided a poll above to vote for your favorite. Please be sure to vote and post your thoughts below! Goal The goal of these changes is three-fold: Remove beige cycling Remove beige baiting Provide losers an opportunity to rebuild in beige and form some level of counter blitz, thereby ensuring wars are not won in the first round and are more competitive Current Changes The current changes are below: Every player defeated in a defensive war results in 2.5 days (30 turns) of beige. Every player defeated in an offensive war results in 0.5 days (6 turns) of beige. All wars that end from expiration result in beige for the defending party. Beige accruals are capped at 5 days (60 turns). Beige accruals do not begin reducing down until all defensive wars end. Expired wars do not damage infrastructure or give loot like normal beige does. Proposed Replacements/Modifications Idea 1 For the first idea, the current system remains the same with two small changes. The beige cap is increased to 7.5 days (allowing time to rebuild and a buffer to ensure an alliance can effectively counter-blitz together). Beige does not tick down until all wars are finished. Idea 2 For the second idea, the current system is scrapped and replaced with four changes. The first war lost gives 7 days of beige, subsequent wars give no beige. Beige does not tick down until all wars are finished. Defensives resulting in expiry will result in 7 days of beige for the defender. Additional Changes Per moderations request, we will also be adding a anti-beige baiting mechanism alongside other changes. If you are beiged within x turns of declaring an offensive war, that beige does not apply until x (vote above) turns have passed since your last offensive war declaration. Let us know what you guys think about each idea above, have a great day everyone!
  21. I've put it on my list as something to find a good UX for and add
  22. Hey folks, just an update, the war and spy blackout planned for tonight won’t be happening due to ongoing major conflicts in the game. Staff will be starting the blackout at will sometime after the conflicts are resolved, likely without prior warning to minimize the potential for abuse. Have a great day everyone!
  23. That sounds cool! I've marked it down as something for the design team to discuss in the future.
  24. As another update, this should be on the test server now
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and the Guidelines of the game and community.