# Changelog # v0.3.1 ### Fixes - **Tech tree Auto-arrange no longer takes the server down**: on a large tree, Auto-arrange and Save positions could overload the server and knock it offline. Layout changes now save in one go, so they are fast and safe on any size of tree. When you click Auto-arrange, the canvas rearranges right away and shows a small "Arranging..." indicator while it saves. Dragging and the layout buttons pause until the save finishes, and if a save fails you now get an error in the toolbar instead of it failing silently. --- # v0.3.0 Personnel gets a real promotion pipeline, ops move through their lifecycle on their own, and the tech tree becomes fully editable on the canvas. ### Features - **Promotion nominations**: any member can put a peer forward for promotion from their profile. Division leaders review the nominations for their people, endorse or decline them with a note, and command handles the final call. Everyone in the chain gets notified as a nomination moves, and the new Promotions page under Personnel collects your submissions, your division's queue, and recent decisions. - **Leadership transfers**: a division leader can start removing a member from their division right from the roster. Nothing moves until command approves the request, so no one is dropped by accident. The member lands in the Infantry assignment that command has configured, the transfers page tracks pending and past requests, and the person involved hears about each step. - **Missions manage their own status**: an op flips to Active the moment its start time arrives and to Completed once its scheduled window has passed, so status reflects reality without anyone clicking through. Side ops are created as quiet drafts: they sit as Ready with no roll-call until the creator marks them Scheduled, which is the moment the Discord sign-up embed goes up. - **Tech tree canvas editing**: staff can drag a whole multi-selection at once, move an entire category by its header, and snap cards to the grid with a toggle that remembers your choice. Connection lines are editable now too: add a bend to a link, drag it where you want, or double-click to remove it. Lines route around cards they are not connected to instead of cutting through them. - **Accessory gear**: flashlights and lasers get their own asset type, fitting the same equipment slots as optics, muzzles, and bipods, with their own locker colour and label. ### Improvements - **Roll calls**: the Discord sign-up embed goes up three days before a Scheduled op starts and no longer fires for a side op that is still a draft. The old "Ready check" reminder is now a "Schedule check" that nudges creators to commit their op. - **Arma catalog import**: staff tooling can pull inventory icons out of the game files and bring them into the asset catalog, so imported gear can carry proper artwork. - **AI compose**: drafts now come from a faster model that keeps replies focused on the writing. ### Fixes - Ctrl/Cmd-clicking to select several tech tree cards no longer opens the side panel over the canvas. --- # v0.2.59 Your in-game wallet and web bank account now talk to each other, and staff get a visual editor for the technology tree. ### Features - **In-game money syncs to your bank account.** Shop purchases in Arma now run through the web banking system: what you spend in game is debited from your personal account and moved to the unit treasury, while refunds and rewards land back in it. The game can also read your web balance, so linked players see one consistent wallet. Retried updates can't double-charge anyone. - **The tech tree got a visual editor (admin).** Staff can arrange technologies on a canvas in the admin panel instead of editing fields by hand: drag technologies into place, connect prerequisites with AND or OR logic, group them into categories, and hit auto-arrange when the layout gets messy. Positions and connections save right from the canvas. --- # v0.2.58 The wiki gains a proper manual, and the app starts teaching itself. New Documentation pages explain how each system works in plain language, and major pages can walk you through themselves on first visit. ### Features - **Documentation**: a new Documentation category in the wiki collects in-depth guides for logistics and storage rules, banking, the market and its negotiation flow, shipments, base management, and the map. Everyone can read them; only admins and developers can write them. If a page looks out of date, contact the staff team. - **Guided tours**: major pages now greet first-time visitors with a short walkthrough that highlights the important parts of the screen. Steps respect your access, so you only see what you can actually use. Replay the current page's tour any time from the header help icon. - **Skip all tours**: the tour window has a "Skip all tours on this device" action, and the Account page holds an "Auto-start page tours" toggle, so tours are opt-in rather than opt-out. Replaying a tour from the header always stays available. ### Improvements - **Documentation authorship**: seeded Documentation pages show "System" as their author instead of "Unknown editor". - **Wiki callouts**: the note and warning icons sit vertically centered in their callout boxes instead of floating above the text line. --- # v0.2.57 Op prep gets a queue: claim the mission role you want before op night. Map editing also becomes permission-based piece by piece, so mapping rights can be handed out without giving away full control. ### Features - **Mission role sign-ups**: you can now queue for a specific role on an upcoming mission. Meeting the role's minimum rank and MOS lets you claim one of its slots first come, first served, and everyone else waits in a numbered line. When a slot holder changes their RSVP to no or withdraws, the next person in line moves up automatically and gets a notification. Role promotions can be muted in your notification settings, and staff can still remove sign-ups. - **Role slots and descriptions**: mission roles now declare how many slots they offer, and a role can carry a formatted description with headings, lists, and links, shown under the role name in the roles table and the sign-up panel. ### Improvements - **Map permissions**: drawing roads, zones, and resource nodes, and placing structures, are now separate permissions rather than one blanket map grant. Staff can give mapping rights to more people without handing over the rest of the map tools. - **AI compose**: drafts now come from a larger Gemma model, and replies that arrive wrapped in code fences get cleaned up, so fields fill with prose instead of raw JSON. ### Breaking Changes - Map editing was re-cut into four permissions: Author Roads, Author Zones, Author Nodes, and Place Structures. A role that could edit maps before needs the relevant ones granted again in the admin panel before its members can edit, and structure placement keeps requiring the logistics qualification on top. --- # v0.2.55 Book view goes touch: turn pages with a swipe. ### Features - **Book view**: on touch screens you can now swipe left or right to turn pages. The page follows your finger as you drag, small or vertical movements are ignored, and the first and last page give a soft rubber-band. Voiceover controls are untouched by swipes. --- # v0.2.54 The Chronicle becomes a proper reading room. ### Features - **Book view**: a new two-page, flip-style reader next to Immersive view. Chapters always appear in reading order (Chapter 1 first), pages turn with chevrons or arrow keys, there is no vertical scrolling, and narrations keep playing while you flip. - **Chapter order**: chapters now number by when they were written rather than their in-story dates, so new entries no longer shuffle the sequence. The story page shows the newest chapter on top, and setting the Order field on any beat switches it to exact hand-sequenced book mode. - **Readable pages**: book pages carry even margins on every side, prose is left-aligned like a real book, and the two pages sit close together at the spine on large screens. --- # v0.2.53 The Chronicle goes audio: chapters can now have narrations you can listen to. ### Features - **Chronicle narrations**: staff can upload an audio file for any story beat in the admin panel, and a player shows up on /story so you can listen to chapters like an audiobook. Chapters with audio get a headphones marker in the chapter list. - Narrations made with text-to-speech carry a small AI-generated note under the player. ### Fixes - The session expiry warning toast no longer lingers after you sign out or extend your session. - Tooltips and image captions wrap long text properly instead of overflowing. --- # v0.2.52 Surveys get a faster flow this release, plus a nudge so pending ones don't get forgotten. ### Features - **Surveys**: click a card to fill it out in a scrollable window on the spot instead of loading a separate page. Submitting closes the window and removes the card from your list, and the standalone survey page got tidied up to match the rest of the site. - Reminder toasts now appear from time to time while you have surveys still waiting on you, so they are harder to forget. Links can also open a specific survey's window directly. --- # v0.2.51 Surveys arrive, plus a warning before your session runs out. ### Features - **Surveys**: admins can now run surveys with audience targeting, so the right members get asked the right questions. - **Session expiry**: a warning banner shows up before your session expires, with an extend button to stay signed in. --- # v0.2.50 Announcements bring command's voice to every page. ### Features - **Announcements**: admins can now publish announcements that appear as banners, pop-up modals, confirmation dialogs, or toasts. Each one carries an info, success, warning, or error style, optional action buttons, and a rich text description. - **Scheduling and targeting**: announcements can run on start and end dates, reach everyone or specific users, and reach entire roles from the Roles collection. Path matching can limit an announcement to chosen pages, and users can dismiss the ones they have read. - **Tile map previews**: maps using tile basemaps now show a mosaic preview on the map picker cards instead of no imagery. - **Sharper imports**: the Arma library import recognizes the current asset type set and records the source mod per item. --- # v0.2.47 Currency displays get a finishing touch. ### Improvements - Banking balances now render the currency's emblem image inline, with an option to hide the label where space is tight. --- # v0.2.46 The world map gets a front door. ### Features - **Viewable World Map**: You can now view the World Map, which includes maps for various regions (for now, only Antarctica.) Cards show the map's imagery, campaign, weather, ease of access, controlling faction, and a short description; click one to load it. - **Node icons**: pick from ten marker icons when authoring map nodes. - **Plain markers**: map nodes no longer require resources, so they can serve as simple landmarks. - **Supply boxes**: a new management surface for supply crates and their contents. --- # v0.2.45 Bases, operations, and shipments grow real depth. ### Features - **Base production**: structures run production recipes with inputs, outputs, and material costs. Module slots add capacity, output, and storage bonuses, and well-placed bases project adjacency auras onto their neighbors. - **Compounds**: attach buildings to a hub so their storage pools together, with the map showing compound totals on the ribbon. - **Crew speed**: construction duration scales with the crew you staff, and headcount changes re-price the remaining work. - **Operation reservations**: reserve vehicles, supports, and other assets, all from new operations screens with readiness and zone pressure readouts. - **Live shipments**: shipment statuses now update the moment they're due (in transit, arrival, completion) instead of waiting for the next game tick. - **Map polish**: zone names label the map with smarter placement, a political zone type joins the palette, and mission pages get a cleaner back-link. --- # v0.2.38 Blackjack arrives as a full table game with its own economy: every minigame now feeds a persistent chip bank you spend on buy-ins at the card tables. Poker gains named tables, popup history, and dev controls; mission briefings and side ops move to a proper rich text editor, and rank promotions get a ceiling-based authority model. ### Features - **Blackjack**: take a seat at a four-seat oval felt with betting, insurance, double, and split. Chip piles stack on the rail by denomination, wins fly chips down to your pile while losses float up to the dealer, and fullscreen mode keeps the felt centered at any window size. Deal whooshes, turn chimes, and win stingers come with a sound toggle that remembers your choice. - **Chip bank**: minigame XP now earns play chips (10 per XP), spent as buy-ins at the poker and blackjack tables. The balance card stays pinned in the corner while you scroll, pops the delta when your balance moves, flashes green or red with the direction, and plays a rising or falling chime. A daily top-up is there to claim when you dip low. - **Poker upgrades**: tables carry proper names, action popups keep a replayable history, and a dev panel exposes table controls for testing. - **Respawn tickets**: mission attendance converts into respawn tickets, settled automatically after each op with balances that accumulate over time. - **Rank promotions**: promotion authority now derives from your rank's ceiling instead of a flat staff check, and command staff can promote directly from a member's profile. - **Mission briefings**: briefings and side-op narratives use a rich text editor with a formatting toolbar, inline wikilinks, and live preview; comms bodies render with matching styles. - **Voiceover**: recordings gain a spoiler gate so unreleased content stays hidden until its time, plus clause-aware pause pacing. --- # v0.2.36 Poker takes the spotlight in this stretch: a rebuilt table, synthesized sound, card skins, and glowing hand ranks. Alongside it, the awards program learns advancement series, and poker placement XP is paused while payouts get reworked; placements, hands won, and best chips still record as normal. ### Features - **Poker tables**: hands now play out on a full oval felt with a center deck and a pot plaque, and seats read as compact pills whose stack counts flash when they change. Your own cards get dealt onto the bottom rail at community-card size, every action (fold, check, call, raise, all-in, pot win) floats over the acting seat, and each new hand opens with a small-blind then big-blind intro. - **Sound**: a fully synthesized soundscape: deal whooshes, chip clacks, turn chimes, and win stingers, backed by a mellow background jazz loop. Mute and volume controls sit in the header and remember your choice. - **Awards advancement series**: ribbons can now belong to advancement lineups, like a years-of-service ladder. The grant flow understands series, and your ribbon rack collapses the tiers you hold into your highest earned ribbon instead of stacking duplicates. - **Hand rank styling**: made hands wear a tier ladder that climbs from a plain high card through brass, silver, and gold pair treatments to a sapphire straight flush and a prismatic royal flush. Your live hand hint placard glows with the tier of what you're holding, and the guide's ranking table is rebuilt into tier columns to match. - **Card skins**: pick from three decks in the table header: the new light cards, the previous dark theme, or the classic printed deck. Your pick persists. ### Improvements - **Poker leave handling**: leaving is announced on the felt right away, and a game that drops to one seated player ends immediately with a notification instead of waiting out the hand timer. - **Lobby stability**: background refreshes no longer blink the whole lobby into a scanning state every few seconds; the refresh spinner is reserved for manual refreshes. # v0.2.33 Three releases in one: a full poker minigame, a ribbon design studio for the awards program, and a reworked announce command for staff. ### Features - **Poker**: sit down at sit-and-go tables and play full hold'em hands: betting rounds, side pots, hand hints, and showdowns. Results land in your profile stats, and tables update in real time as hands play out. - **Ribbon design studio**: submit your own ribbon designs for awards. Submissions go to a review queue where staff approve or reject them, and you get a notification when a decision comes down. - **Announcements**: staff writing `/announce` now compose it in a paste-friendly modal and pick the target channel right there. Announcements also post only to the announce channel by default: an unconfigured announce channel errors clearly instead of silently dropping the post into the ops channel. - **Aim trainer crosshair**: the qualification course lets you draw your own crosshair. Pick the style (including a dot) and color from a settings popover. ### Fixes - Wiki moderation actions (restore, lock, delete) now require intel write permissions, not just read. - Rank groups on the roster sort in the intended order. - Filtering the mission list by campaign no longer breaks when the campaign link is in an unexpected state. - Campaign cards wrap evenly and banking activity tabs hold their layout. # v0.2.30 A big run for the training grounds: OPORD Recall joins the lineup, you can build your own minefields and radio tests, and the dashboard bends to your will. ### Features - **OPORD Recall**: a new briefing-recall minigame. Study an Arma-style briefing, then answer questions about what you read. Tiers scale to 10, 15, or 20 questions, drawing on garrison details, ROE, intel, and secondary objectives. Each answer unlocks behind a 2-second countdown with a draining timer bar, aborting mid-run offers six contingency options, and Esc or R resets at any time. Per-tier best times sit on the leaderboard, while beating the par time pays a speed bonus. - **Custom minefields**: author and share your own EOD minefields, with play and leaderboard included. Clear two sectors in the regular game to unlock them. Runs pay reduced XP and a slice goes to the field's creator. Authors decide whether edge mines are exposed up front, hidden cells show a question-mark fog, and a loss reveals only part of the field. - **Custom radio tests**: build your own radio traffic tests with the same play-and-leaderboard setup, unlocked through the radio game. - **Chronicle story beats**: the Chronicle now carries structured story beats with reactions, tracks what you've already read, and has a chapter table of contents. - **Personal dashboard**: rearrange the dashboard with drag-and-drop widgets instead of a fixed layout. - **Campaigns rework**: the campaigns page splits into official and community sections. - **Voiceover**: recording pages gate script spoilers behind a hold-to-confirm and approved reviews now pay out XP and notify you. - **Missions**: a code name is no longer required, and missions can carry a custom cover image. ### Improvements - Side op uploads accept mod lists pasted as plain text or HTML, and the narrative section stays collapsed until you open it. Briefing sections are no longer required unless you open that section. - All minigames moved under `/minigames/*`. Old links redirect, so bookmarks keep working. ### Fixes - Mission visibility rules are now enforced everywhere: collection reads, the missions pages, the dashboard, and intel queries. - The radio unlock progress readout can no longer overstate how close you are to unlocking custom content. - The login return link lands you back on the page you came from, minigames included. - Dashboard cards that stretch now fill their cell and truncate instead of spilling over. - OPORD quiz answers wrap long text instead of running off the button.