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Public changelog

NationCraft Online changelog

The changelog is the public record of player-facing updates. It is intentionally concise, but it now links more directly into the guide and mechanics pages that explain the systems behind each release note.

Player-facing updatesPermalinked entriesGuide-linked
2026-03-06Release day

Military cap visibility and training lock fixes

  • Nation dashboard and `/military/forces` now show the current server-side maximum for each military unit, plus clearer blocker/status context when a unit is locked or capped.
  • Military training now correctly enforces tech, improvement, wonder, and stockpile prerequisites for units such as Special Forces, missiles, and nukes, and strategic training caps now match strategic launch rules.

Concrete improvement names and unlock fixes

  • Replaced grouped player-facing improvement labels such as **Resource Extractor**, **Industrial Park**, and **Commercial District** with the actual in-game facilities: **Farm**, **Mine**, **Oil Well**, **Uranium Facility**, **Steel Mill**, **Refinery**, **Munitions Factory**, **Electronics Plant**, **Commercial Hub**, and **Financial Center**.
  • Mechanics, guide, dashboard, and public profile surfaces now show the correct concrete unlocks for techs instead of `Unlocks: none` or grouped placeholder names, while legacy save data remains compatible behind the scenes.

Navigation and public browsing flow cleanup

  • Added direct in-game links to the Daily Brief and Guide, removed a dead no-nation Research fallback, and fixed several dashboard/public/statistics links that looked clickable or led to dead ends.
  • Treaty Web now keeps treaty detail views on an in-app shareable route, and public/profile/statistics surfaces link more consistently to nations, alliances, wars, and treaty context.

Public homepage and SEO content layer

  • Replaced the login-first root route with a public NationCraft Online homepage that explains the game loop, 2-hour ticks, start-here guides, recent updates, and account-entry actions.
  • Added public Guides, Mechanics, Calculators, Compare, Glossary, Changelog permalinks, robots, sitemap, RSS, and richer KB/changelog linking so search crawlers can index human-readable public content without exposing private gameplay routes.

Development build cards now explain slots, effects, and prerequisites

  • Reworked the development and economy construction build cards so Infrastructure, Improvements, and Wonders now explain their actual gameplay impact directly in the UI instead of relying on shorthand labels.
  • Improvements now show total slots used/available, how many more of the selected option can be built right now, and what each option does; Wonders now show status, prerequisites, costs, and effects with labels aligned to the Mechanics reference pages.
2026-03-05Release day

Development improvement capacity visibility

  • Updated `/nations/[id]/development` so the improvement selector now shows per-option capacity context from server data, including built count, max allowed, and current remaining builds.
  • Added category summary metadata to the dashboard/development API payload so this display is authoritative and world-scoped.

Bug and feature intake hardening

  • Bug reports and feature requests now dedupe onto a single active engineering thread instead of spawning conflicting duplicate fixes, while still preserving each in-game submission.
  • Feature requests are now tracked explicitly as **Feature Request** intake instead of generic feedback, and duplicate child reports no longer close or reopen the canonical GitHub issue by accident.

Image delivery and widescreen asset routing

  • Fixed middleware auth bypass so public `/images/*` static assets are served directly instead of being redirected to `/login`, resolving broken image rendering on Render deployments.
  • Added the new `16x9 NationCraft Images` asset pack under `web/public/images` and wired 16:9 image slots to use widescreen variants where available, while preserving square assets where widescreen variants do not exist.

Sidebar public-doc links auth redirect fix

  • Fixed a routing/auth regression where **Help / KB** (`/kb`) and **Changelog** (`/changelog`) links could redirect to `/login` instead of opening their public pages.
  • Middleware now treats public documentation routes (including KB article slugs and reason-codes help) as public-access pages.
2026-03-04Release day

Bug/feature reporting visibility update

  • The top-right report icon near **Exit** is now larger, high-contrast, and bright red for faster discovery.
  • `/settings` now includes a prominent reporting panel with direct actions for **Open Bug Report** and **Open Feature Request**.
  • Reporting labels are now consistent as **Bug Report** and **Feature Request** in the submission modal and copied report text.

Knowledge Base expansion

  • Added a new `/kb` gameplay systems index with canonical reference tables for resources, infrastructure progression, improvements (all tiers + exact effects), wonders, tech tree nodes, command/labor, military units, and operations.
  • Kept the existing searchable KB article directory and first-hour path, now paired with the new systems index for single-page discoverability.

Feedback and bug-report pipeline reliability

  • In-game **Feedback** submissions now create first-class bug-report records and automatically sync to linked GitHub issues when integration is enabled.
  • Added fallback handling so feedback still saves in-game even if GitHub sync has a temporary network/API failure.
  • Hardened issue-triage automation schema validation so Codex triage runs consistently and applies labels/comments without schema-format failures.
  • Added GitHub App installation-token auth support for in-game bug/feedback GitHub sync (with PAT fallback), reducing user-token API rate-limit failures in production intake.

Public profile intel expansion

  • Expanded `/nations/[id]/public` to show richer public nation intel: infrastructure, population, nation score, military score, visible military unit counts, and completed improvements/wonders.
  • Enforced a strict public allowlist for this profile so sensitive data remains hidden, including cash/resources, unlocked tech details, and special forces unit counts.
2026-03-03Release day

Navigation and construction UX fixes

  • Unified the single-nation emblem link with the sidebar Dashboard route so both now open the same canonical nation dashboard page.
  • Added infrastructure queue impact previews to construction/development queue cards, including projected population-cap delta and baseline daily cash gross/upkeep/net deltas for a `+100` infra queue action.
2026-02-23Release day

Alpha operations and safety updates

  • Added per-world config overrides so alpha/beta/prod worlds can run different tuning safely.
  • Added login brute-force protection and IP throttling on auth routes.
  • Added admin user moderation status controls (`ACTIVE`, `SUSPENDED`, `BANNED`).
  • Added admin force-end war tooling for live operations intervention.
  • Added direct admin nation resource patching and full nation inspect endpoint.
  • Added reporter notifications when bug reports move to `FIXED` or `REWARDED`.
  • Added Sentry observability wiring behind config flags for production error tracking.
2026-02-22Release day

Gameplay and UX improvements

  • Shipped Neutral Mode with deterministic activation/cooldown rules.
  • Added deterministic market cancel cooldown anti-abuse behavior.
  • Shipped role-gated alliance bank visibility controls.
  • Delivered deterministic espionage report resolution and intelligence UI updates.
  • Promoted more alliance, economy, and war surfaces from scaffold to live API-backed pages.