129 lines
10 KiB
Markdown
129 lines
10 KiB
Markdown
# Changelog
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# v0.2.50
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Announcements bring command's voice to every page.
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### Features
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- **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.
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- **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.
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- **Tile map previews**: maps using tile basemaps now show a mosaic preview on the map picker cards instead of no imagery.
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- **Sharper imports**: the Arma library import recognizes the current asset type set and records the source mod per item.
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---
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# v0.2.47
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Currency displays get a finishing touch.
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### Improvements
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- Banking balances now render the currency's emblem image inline, with an option to hide the label where space is tight.
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---
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# v0.2.46
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The world map gets a front door.
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### Features
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- **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.
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- **Node icons**: pick from ten marker icons when authoring map nodes.
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- **Plain markers**: map nodes no longer require resources, so they can serve as simple landmarks.
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- **Supply boxes**: a new management surface for supply crates and their contents.
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# v0.2.45
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Bases, operations, and shipments grow real depth.
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### Features
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- **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.
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- **Compounds**: attach buildings to a hub so their storage pools together, with the map showing compound totals on the ribbon.
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- **Crew speed**: construction duration scales with the crew you staff, and headcount changes re-price the remaining work.
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- **Operation reservations**: reserve vehicles, supports, and other assets, all from new operations screens with readiness and zone pressure readouts.
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- **Live shipments**: shipment statuses now update the moment they're due (in transit, arrival, completion) instead of waiting for the next game tick.
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- **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.
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---
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# v0.2.38
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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.
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### Features
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- **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.
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- **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.
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- **Poker upgrades**: tables carry proper names, action popups keep a replayable history, and a dev panel exposes table controls for testing.
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- **Respawn tickets**: mission attendance converts into respawn tickets, settled automatically after each op with balances that accumulate over time.
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- **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.
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- **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.
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- **Voiceover**: recordings gain a spoiler gate so unreleased content stays hidden until its time, plus clause-aware pause pacing.
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---
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# v0.2.36
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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.
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### Features
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- **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.
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- **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.
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- **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.
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- **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.
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- **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.
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### Improvements
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- **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.
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- **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.
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# v0.2.33
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Three releases in one: a full poker minigame, a ribbon design studio for the awards program, and a reworked announce command for staff.
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### Features
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- **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.
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- **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.
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- **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.
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- **Aim trainer crosshair**: the qualification course lets you draw your own crosshair. Pick the style (including a dot) and color from a settings popover.
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### Fixes
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- Wiki moderation actions (restore, lock, delete) now require intel write permissions, not just read.
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- Rank groups on the roster sort in the intended order.
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- Filtering the mission list by campaign no longer breaks when the campaign link is in an unexpected state.
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- Campaign cards wrap evenly and banking activity tabs hold their layout.
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# v0.2.30
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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.
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### Features
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- **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.
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- **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.
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- **Custom radio tests**: build your own radio traffic tests with the same play-and-leaderboard setup, unlocked through the radio game.
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- **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.
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- **Personal dashboard**: rearrange the dashboard with drag-and-drop widgets instead of a fixed layout.
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- **Campaigns rework**: the campaigns page splits into official and community sections.
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- **Voiceover**: recording pages gate script spoilers behind a hold-to-confirm and approved reviews now pay out XP and notify you.
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- **Missions**: a code name is no longer required, and missions can carry a custom cover image.
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### Improvements
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- 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.
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- All minigames moved under `/minigames/*`. Old links redirect, so bookmarks keep working.
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### Fixes
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- Mission visibility rules are now enforced everywhere: collection reads, the missions pages, the dashboard, and intel queries.
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- The radio unlock progress readout can no longer overstate how close you are to unlocking custom content.
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- The login return link lands you back on the page you came from, minigames included.
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- Dashboard cards that stretch now fill their cell and truncate instead of spilling over.
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- OPORD quiz answers wrap long text instead of running off the button.
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