Announcements
Official announcements, news and updates from the admins
30 topics in this forum
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Added Add option for CEOs to have workers restock existing market offers. Offers are only restocked when there has been no change to the average production cost. NPCs will now gain/lose Loyalty to the nation they are in based on various factors. Loyalty will be used in the future to allow NPCs to change citizenship, and possibly more. NPCs will now train their military skills. NPCs in regions with a Military Base may receive Jet/Tank training. NPCs training without access to a Military Base suffer a 25% penalty for Infantry training, 50% for Medic training. NPCs require appropriate citizenship to gain the benefits of a Military Base. Changed …
Last reply by Darkmyre, -
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Added Add link to purchase resources by clicking images in the Raw Materials widget in CEO Manager Add option for CEOs to have workers restock existing market offers (not yet ready, will be in next update) Add Governor election voting Add Welfare Rate law proposal Add link to buy resources when clicking resource alerts on CEO Manager NPCs can now work for State Companies. Temporary announcements posted on the forum are now also displayed in-game for greater visibility. Governments can now set a Welfare Rate (via law proposal) to support impoverished NPCs. This rate will be paid from the treasury once per day to any NPC wi…
Last reply by Darkmyre, -
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Updates Removed Google Analytics and Facebook Pixel to reduce page bloat and better respect user privacy. Added links to companies/regions/profiles in a number of places to make accessing information easier. State Companies and companies managed by active players are now listed on their respective Region pages. Companies with current issues will now be highlighted in red in the CEO Manager company selector drop-down. The War Module now uses a new Threat system to calculate injuries in battle. Threat increases when opponents launch attacks, and decreases over time. Implemented a new live chat feature allowing users to chat with other p…
Last reply by Zoltan, -
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As mentioned several months ago, big changes are coming to the political module. The first of these changes will be rolled out later this month, replacing the outdated Congress system. To prepare for these changes, this month's Congress elections have been suspended, and will be replaced with the new system later in the month. To ensure nations can continue to function in the interim, all existing members of Congress will retain their position until the new system goes live. Under the new system, players will have the ability to nominate themselves for the title of Governor of their preferred region. Initially, Governor positions will only be available in 'original' …
Last reply by Zoltan, -
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New Versioning Scheme and Update Schedule. The first thing you've probably already noticed about this update, is that we're now using a new version numbering system. Previously, we used a software standard versioning scheme of (major).(minor).(revision), however there was no explicit reasoning between an update being a Minor or Revision release. This essentially made the version number meaningless. From this update onwards, we will be adopting the more modern (year).(month).(revision) scheme, where the bulk of the version number directly references when the update took place. The first update of each month (as this one is), will have a version number of (year).(…
Last reply by Ironman, -
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Updates You can now click anywhere on the 'Companies Needing Attention' alerts to be taken to the relevant company. Many events in the 'Recent Events' widget are now clickable, taking you to more relevant info (eg battle events now link to battle stats, infra events now link to region page). This will only apply to newly generated events after this change was implemented. Added a link to the Battle Statistics page from the Battlefield. CEO Company Selector now indicates the number of stock available for sale, and sorts companies with stock to the top of the list. Combat XP is now displayed on citizen profiles. Added profiles for NPC's…
Last reply by Darkmyre, -
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Updates If a company has set a 'Max Price for Power', the company will attempt to automatically buy power from the market as players and NPCs work. Power is only purchased if the company has sufficient cash, no power, and there is an offer less than or equal to the 'Max Price for Power' setting. This feature will always purchase the cheapest power on the market, and will appear in cash logs as 'Power Purchase'. Companies with active alerts are now re-checked every hour automatically to clear alerts that are no longer valid. For an alert to be cleared, the company must have at least 50 currency, 100 RM or 1 power (depending on the type of alert). Improv…
Last reply by Darkmyre, -
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Updates AP costs for Infrastructure repairs are now pro-rata, based on the amount of repair needed. For example, if you would normally repair 60 points of damage and the Infrastructure only needs 20 points of repair, you will only use 5 AP, not 15. Pro-rata AP costs are rounded up, and cannot be less than 1. Defence System damage is now properly displayed on the Battle Info screen. Note that battles occuring prior to v1.4.1 did not have Defence System damage seperately counted, so these battles will still include this damage in the overall Ground Damage pool. Repair Infrastructure now shows the most damaged infrastructure at the top to make urgent repa…
Last reply by Darkmyre, -
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Updates Job vacancies are no longer removed when the company runs out of resources or money. Health cost for gathering resources is now equal to the productivity target for the resource. This makes rare resources more in line with higher tier manufacturing goods. Employment widget on the dashboard now shows some additional information about your recent shifts (in the last 7 days). Note that all information shown here relates only to the company you currently work for. NPC's unable to meet their needs will now generate Unrest in their region. Unrest temporarily offsets a regions Appeal, making other NPC's less likely to move there until the Unrest…
Last reply by Darkmyre, -
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Updates Added new dynamic hover cards for NPC's and Players. These cards will appear whenever you hover over an NPC or Player name/avater, showing more detailed information about the NPC/Player. Added a new Traits system for NPC's. Traits can provide a bonus/penalty to NPC actions, unlock or restrict NPC actions, or influence how an NPC votes (in a future update). This update adds up to three randomly assigned traits to each NPC. Bug Fixes Fixed VBX being listed twice in the Deposit Currency widget. Fixed active wars appearing as 'Proposed Treaties' in the Foreign Affairs office. Fixed a bug preventing NPC's from doing damage in bat…
Last reply by Darkmyre, -
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Updates All regions now have an Appeal rating, which influences where NPC's will choose to move. Appeal defaults to zero for all regions, can be negative, and has no set limits as it is evaluated as a relative score. When an NPC decides to move, they will only consider regions with higher appeal than their current region. Added an Appeal modifier to all climate zones, which will establish the base appeal for a region. Climate zones are assigned to regions when they're added to the game and are based on an average of the equivalent real-world location's typical climate. Added an Appeal modifier to all Infrastructure which is applied to the region when t…
Last reply by Darkmyre, -
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Updates NPC's no longer generate CEO alerts when they accept a job offer, as this was far too spammy. NPC's with low health will now attempt to use medicine to recover their health, regaining 5 health per Tier of medicine consumed. NPC's are now able to buy most consumer goods, and will try and maintain a minimum inventory as the market and their bank balance allows. NPC's now have a random chance to incite an uprising. An NPC can only start an uprising if they hold citizenship for the conquered nation, and only if there are no other uprisings in progress. NPC's will now fight in battles occurring in their current region that affect their c…
Last reply by Darkmyre, -
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Updates CEO's can now set a cap on the number of NPC's that can work for their company each day. Once this limit is reached, existing NPC employees will be unable to work, and other NPC's will no longer accept job offers. Maximum NPC shifts defaults to 10, and can be adjusted via the Edit Company button in the CEO Manager. Daily NPC shift quotas reset at DayChange (Midnight UTC). NPC's no longer consume job offer slots. A company must still have suitable job offers with available slots for an NPC to accept a job. NPC's now gain additional discontent if they are unable to work for any reason, increasing the chance they will quit their job and move regio…
Last reply by Darkmyre, -
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Updates Updated the layout of the CEO page, to make more commonly used actions easier to access. Began adding Discord WebHooks to the game engine. Certain game actions (such as Uprisings) will now trigger discord messages on the official vNations discord. Updated the region page to the new UI style, making more information more easily available. War Reports on the region page will now only show battles started within the last 90 days. Players who have their discord connected on the forum will now receive automatic access to the private chat for their nation on the official vNations discord. Doubled the rate of AP generation, to +1 AP …
Last reply by Darkmyre, -
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Updates NPC's will now attempt to work once per day. If an NPC doesn't have a job, they will take the vacancy with the highest pay in their current region. NPC's will not currently take jobs with State Companies. A manager alert WILL be created when an NPC accepts a job (please let me know if this becomes too 'spammy'). When an NPC moves for any reason, they will automatically resign from their current job (as they cannot currently use vehicles to work interstate). A manager alert will NOT be generated when an NPC quits their job. NPC's will only attempt to work once every 24 hour period. If they are unable to complete their shift due to any reason (in…
Last reply by Darkmyre, -
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A bug was identified today with the new NPC systems, that was causing some NPC's to generate negative productivity in error. This bug affected around 300 individual work shifts, and appears to have been triggered in part by the host company running out of power. This bug was fixed as quickly as possible, and all affected companies have had their bugged production queues reset. As the bug appeared to be in part triggered by the company running out of power, it is not believed any company 'lost' power as a result of this bug. Due to the nature of the bug, any building/manufacturing company affected will find they now have more RM than previously. While it would be tech…
Last reply by Darkmyre, -
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Updates In-Game avatars are now synced from the main website. Users wishing to change their avatar will now do so via the website, and the game will update your characters avatar the next time you login. If you have not yet linked your account to the new website, remember you simply need to login using your in-game username/password to do so. NPC's are now able to buy and consume food. NPC's will try and take the lowest Tier food they require, and will always buy the cheapest food from the market. NPC's will only buy food if there are more than 50 units of food on the market to avoid impacting players. NPCs that are unable to consume food will lose health, a…
Last reply by Darkmyre, -
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Updates Fishing has been converted to the AP system. Citizens may fish at any time as long as they have at least 5 AP. Infrastructure has been converted to the AP system. Citizens require 25 AP to work on a new infrastructure project, or 15 AP to repair existing infrastructure. Bug Fixes Fixed issues with DayChange not updating correctly. Rest/Relax button is no longer shown on the Housing widget when it cannot be used. Fixed a bug that could render housing unusable during the first half of any month. Fixed housing buttons in the header not working on any module in a subfolder. View full release
Last reply by darki, -
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Updates Added a My Housing widget to the dashboard, that will allow players to easily access their current house or rest/relax. Added a new Hospital widget to the dashboard, allowing access to the Hospital page. Over time most infrastructure will be given their own widget, including relevant quick actions and repair buttons. As infrastructure get their own widgets (like hospitals in this update), they will no longer appear in the generic "Region Infrastructure" widget. Company managers can now set a cap on the number of times a worker can work for them each day (under Edit Company). This applies per citizen per company - so setting it to 4, would allow…
Last reply by Darkmyre, -
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- 1 reply
- 3.5k views
Updates Presidential Election results are now automatically processed shortly after polls close. There may initially still be delays of up to 24 hours as we monitor the new system for any bugs, but this should quickly be reduced to 1-2 hours max. (Before this update, election results had to be manually triggered by a dev/admin). Military Module has now been fully converted to the Action Points (AP) system. Initially, every military action will cost 1 AP per attack. Yes, this means everyone has the option of spending a full 100 AP on attacks if they choose - though this will prevent them from working or training. Quick Action buttons linked to actions t…
Last reply by Zoltan, -
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Updates Military Training has now been added to the Action Point system. Military training now requires 20 AP. More Dark Mode theme improvements by @Zoltan. Added a new Purchase Orders tab to the Company Manager. This tab shows purchase orders for products your active company sells. Bug Fixes Fixed UI issues with the Citizen Stats widget (top-right of each game page). You may need to clear your browser cache to see the changes. If you've cleared your cache and are still seeing broken bars, scrollbar, or other UI issues, please provide a screenshot and let us know the browser you use, and your screen resolution. Fixed inconsistent da…
Last reply by Darkmyre, -
- 2 followers
- 7 replies
- 8k views
Updates The alert for upcoming congress election will now indicate the number of days before the election, and will display if you have successfully nominated yourself for congress. Alerts will now popup in the bottom right of the screen, rather than bottom left, as this is a more 'natural' placement for notification alerts. Added a 'Quick Actions' widget to the header to make common daily tasks easier to access again. More UI updates/improvements. Bug Fixes Fixed a bug causing the Run For Congress button to always show, even after being clicked. Fixed javascript issues introduced with the recent UI changes. Fixed missin…
Last reply by Darkmyre, -
- 0 replies
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Updates Pushed latest version of the new Dark Mode UI (thanks to @z78sabjan) Uprisings are now clearly indicated as such in the War Room. Old inactive accounts are no longer included in citizen searches. The dashboard/homepage now shows infrastructure projects under construction in your current region. Added a new dynamic battlefield widget to the dashboard/homepage, when you're in a region that is currently involved in a battle. Bug Fixes Fixed parts of the housing page being accessible when you don't have a house in your current region. Removed duplicated search box on search results page. Fixed broken avatars on…
Last reply by Darkmyre, -
- 0 replies
- 2.6k views
Updates The alert for upcoming congress election will now indicate the number of days before the election, and will display if you have successfully nominated yourself for congress. Alerts will now popup in the bottom right of the screen, rather than bottom left, as this is a more 'natural' placement for notification alerts. Added a 'Quick Actions' widget to the header to make common daily tasks easier to access again. More UI updates/improvements. Bug Fixes Fixed a bug causing the Run For Congress button to always show, even after being clicked. Fixed javascript issues introduced with the recent UI changes. Fixed missin…
Last reply by Darkmyre, -
- 1 follower
- 0 replies
- 5.4k views
Updates Improved display of national currency / VBX values in the sidebar. Switched back to manual advertisement placement for the game UI, due to reported issues with Google AutoAds breaking the UI. Gym Workouts have now been added to the AP system. Each time you workout in the Gym will cost 15 AP. When attempting to fill a purchase order for a nation, if the nation does not have enough money (or the Industry budget is empty), the order will now be cancelled and the leader of the nation notified. Health/Happiness/AP bars should now update much faster when performing actions that do not fully reload the page. Removed the sidebar to ma…
Last reply by Darkmyre,
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