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June 2023 Update Deployment!


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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:
  • 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!

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18 hours ago, Collier Encyclo said:

is there a test server thread where i can posted a bug within it

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! :)

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