Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Some additional fixes/changes that were in progress have been pushed live as part of this update, due to the severity of some bugs. Changed Electronics now lose 4 durability each time you relax in your house, as intended. Previously they never wore out. You now need at least 5% health to fight. If your wounds take you below 5% partway through an attack, the attack stops there, and you only spend AP, ammunition and fuel for the hits you made. This applies to NPCs too. Fixed Fixed being able to use, give away or store the same items twice by doing two things with them at the same time (for example from two tabs). Eating, drinking, reading, unpacking, trashing, storing and collecting items, travelling, commuting, fighting, opening gifts, using a DNA Scrambler, firing missiles, studying and seeing a doctor now all check that you still have the item at the moment it's used. Fixed military base supplies, organisation storage and doctors' painkillers being shared out more times than they were held. Fixed NPCs who moved by train or boat using a ticket from every ticket stack they held. Fixed action points being lost (or a spend being undone) when the 12-minute AP tick landed while a page was loading. Only the AP a page actually spends or gains is now saved. Fixed resource regeneration overwriting resources extracted from a region while the update ran. Fixed deleting a company leaving its stock, raw materials, NPC staff, alerts and purchase orders behind, and a state company being refunded twice if two officials deleted it at once. Fixed bulldozing a house leaving the items stored in it behind, and items stored in a house by another occupant being lost when it was packed up. Fixed a nation merge losing stockpile or treasury changes made while it ran. Fixed the Battle History page never showing how many battles each side won, or the nations' flags. Fixed the battle deployment page not pre-selecting the side your nation's military orders say to fight for, or showing who set the orders. Fixed the Launch Missile list never offering the battle in the region you're standing in. Fixed organisation logos never being saved when creating or editing an organisation. Fixed organisation access changes and kicks not being limited to your own organisation's leader and managers. Fixed the party member count never being corrected after members left. Fixed the Create Company form showing a blank heading and cost. Fixed company production being lost when two workers (players or NPCs) finished a shift at the same company at the same time. Fixed infantry fighting without a weapon or ammunition ignoring your health, so it could out-damage tanks and jets when badly wounded. Fixed tank and jet attacks at very low health dealing negative damage, taking it away from your own side. Fixed anti-air fire while wearing armour adding to your side's healing pool. Anti-air now costs health from enemy fire like other attacks. Fixed the healing left in a battle's medic pool at the end of a battle never being given out. It now restores the health of that side's wounded soldiers, the least hurt first. Fixed NPC damage not being reduced by their health the way players' damage is. NPCs now deal less damage when wounded, the same as players.
  3. Today
  4. The road to Virtual Nations V2 For a while now I've been working behind the scenes on something big, and it's time to share where things are heading. Virtual Nations has grown over many years, one feature at a time. That's given us a game with a lot of depth, but also one where some systems don't quite fit together the way they should, and where the code underneath makes new features harder to build than they ought to be. V2 is a rebuild of the game on modern foundations, with a new interface and a chance to fix long-standing problems properly rather than patching around them. Your progress is safe This is not a reset. When V2 launches, your account moves across with it, including: Your character and level Your skills (converted fairly into the new skill system; more on that below) Your cash and VBX Your inventory, property, and companies Your nation, its regions and its government Where something changes shape in V2 (for example an industry being folded into a new business type), it will be converted to its new equivalent or compensated. Nothing simply disappears. What's changing The details are still being designed, so treat these as directions rather than promises: Economy: A full sweep so that every industry and product has a real purpose in everyday play, along with more flexible businesses that can produce a range of goods instead of a single one. Skills: Today's work skills and physical/military skills run on different scales and grew up separately. V2 brings them into one consistent system, and existing skill progress will be carried across fairly. Military: Clearer roles for military structures, some long-planned additions, and improvements to how battles play out. World map: Fixes to long-standing region and map issues, building on the new interactive world map. Interface: A completely new, modern look that works properly on mobile. First up: a new way to log in The first change you'll see comes before V2 itself: a new login system, shared by the game and the forum, with the option to sign in using an existing social account. Your current username and password will keep working, and you'll be guided through linking your account the first time you sign in. I'll post full details before it goes live. How you can help Beta testing: Before launch there will be a closed beta where you can try V2 with a copy of your own account. More details will be posted about this in the lead up to the closed beta commencing. Translation: V2 will come with a new, easier way for players to help translate the game. If you've translated for vNations before, or would like to, let me know. Feedback: If there's a system you've always felt was missing, broken, or pointless, now is the best time to say so: either in the existing Feature Requests section, or a forum post. If you have multiple suggestions, it would be preferable to have a separate thread/suggestion for each. There's no launch date yet. I'd rather announce one once I'm confident in it than give a date and miss it. I'll keep posting updates as each piece comes together. Thank you, especially to those of you who've been here for years. V2 is being built for you. - Darkmyre
  5. Yesterday
  6. Last week
  7. Added Governor elections are now live! On the 1st of each month, every region still held by its original nation elects a Governor. Citizens with a house and patriotism in the region can stand by making a pledge to improve roads, pollution, employment or poverty, and citizen NPCs vote for the candidate their demographics favour most. Results are announced the following day, with an alert for each candidate and a regional event naming the new Governor. Governors can propose and vote on policies, and approve citizenship requests. At the end of each term, a Governor's pledge is judged against how the region actually changed, and voters will remember whether it was kept. Sitting Governors can stand for re-election without affecting their current term. Past Governor election results can be viewed from the new Governors tab in the Election Booth. NPCs who own a motorcycle or car now drive to work when their region has roads, using 1 fuel per trip. Like players, driving NPCs get the road bonus (+5% production and pay per road level). Regular drivers join the new Motorist demographic, which grows each day they drive (up to 100) and counts in Governor elections. NPCs living abroad who are happy, well-fed, and employed in their nation of residence now have a weekly chance to adopt that nation's citizenship. Patriotism towards each nation influences the odds. Hospitals are back! Players and NPCs can now visit the hospital in their region to restore their health in a single treatment, using medicine from the nation's stockpile. Each tier of medicine heals 25 health. Treatment is charged at the per-tier medicine prices and treatment fee set by the nation's Industry Minister, and is paid to the nation. If you can't afford a full treatment, the hospital treats you as far as your funds allow. Working as a doctor remains disabled for now. Players can now build their own infrastructure, starting with the Warehouse. Start a project in any region from the new My Infrastructure page (under your name in the menu) for $25 VBX, buy its construction materials from the local market with your own cash, and build it yourself or offer a wage for each contribution. Other players can find paid work under Private Construction on the Infrastructure page. NPCs will also take construction work if you pay at least the nation's minimum wage, but only when there's no national infrastructure for them to build or repair. Your companies in the same region as your Warehouse can be linked to it under Edit Company: they can use raw materials from the Warehouse when they run out, and store their finished goods in it. You can move goods from your Warehouse to your companies in that region, or take finished goods into your inventory. Your Warehouses count towards your Networth: their 25 VBX build cost, plus the value of everything stored in them. Changed Passed laws that cost money (printing, shredding, or selling currency, roads, national projects, buying a company, treaties, and war) now fail, with an alert to the leader, if the treasury can't cover them when they take effect, instead of taking the treasury negative. Treaties are now cancelled if either nation can't pay its upkeep, as wars already were. Welfare is no longer paid out when the nation can't afford it. Congress has been replaced by elected Governors. Policy votes, citizenship approvals and party pages now refer to Governors instead of Congress. Hospitals no longer give NPCs in their region +1 health each day. NPCs now visit the hospital for treatment instead, always keeping $5 back for food. The Deposit popup for state companies now shows the funds available to deposit (the lower of the Industry budget and the national treasury) instead of your personal cash. State companies can now only be funded in their nation's currency or VBX. The Edit Company page now shows whether a state company is already linked to the National Stockpile. Previously the boxes always appeared unticked, so saving the form would unlink it. Fixed Fixed the daily diplomacy update stopping after the first war, so later wars and treaties weren't charged or updated. Fixed NPC shifts paying wages after the company had already spent that money on power and raw materials, which could leave companies with negative cash. Fixed being able to spend the same money twice by making two purchases or payments at the same time (for example from two tabs, or two officials using the same budget), which could leave citizens, companies, and nations with negative cash or budgets. Every purchase and payment now checks the balance at the moment the money is taken, and if the goods are gone by then, you get your money back. Fixed name changes only checking for 1 VBX, although they cost 10 VBX. Fixed shredding currency using up the Finance budget without removing the currency from the treasury. Fixed state companies being paid for from the treasury of the nation they were created in, instead of from their own nation's treasury. Fixed moving with transport tickets, declaring war and accepting treaties failing when the cost was 1,000 or more. Fixed the Edit Organisation page saying the organisation had been created. Fixed a bug preventing Plastic and Steel companies from being created. Fixed several bugs that could allow region resources to become negative. Fixed median sale prices not considering the tier of goods sold. Fixed company networth not being accurate for tiered goods. Heavily optimised main NPC loop. Fixed significant lag when loading the Company Management page. Fixed a bug affecting Average Production Cost for Tier 5 goods. This also fixes recommended prices not being calculated for T5 goods when being sold. Various other code/database optimisations. Fixed NPCs ignoring their nation's battle orders, so setting orders to Abstain now keeps NPCs out of that battle. Fixed a bug where an NPC too wounded to fight could stop all remaining NPCs from taking their turn. Fixed NPCs building and repairing infrastructure without using up the nation's construction materials. Repairs now also require the materials to be available. Fixed the Hard Worker trait doubling an NPC's pay instead of their production. Hard Workers now produce twice as much, and are paid for it. Fixed infrastructure projects completing one contribution early, whether built by players or NPCs. Fixed Nuclear Reactors not generating any power. Each active reactor now converts up to 10 uranium a day into 100 power. Fixed state companies linked to the National Stockpile not using it for their second and third raw materials. Fixed Industrial Complexes not giving their +15% production bonus to manufacturing workers. The bonus now applies to complexes owned by the nation controlling the company's region. Fixed some infrastructure applying the wrong daily effects to the region. Industrial Complexes were repeating the NPC bonus of other structures, and pollution from Industrial Complexes could spill over onto unrelated structures. Fixed structures that can't be built alongside each other (such as Industrial Complexes and Tree Plantations) being allowed in the same region. Removed the outdated "once per day" text from the Build Infrastructure page. Contributing to infrastructure is limited only by AP. Fixed national stockpiles going negative when several players or NPCs drew on them at the same moment (state company shifts, infrastructure work and repairs, military base supplies and stockpile sales). Any national stockpiles that had already gone negative have been reset to zero. Fixed being able to propose selling a negative amount of the national stockpile, or to supply soldiers with a negative amount from a Military Base. Fixed nation merges deleting the merged nation's stockpile and foreign currency instead of passing them on to the nation it merged into. Fixed players being able to work on or repair infrastructure belonging to another nation, paid for with the materials of the nation they live in. Fixed company power sometimes dropping below zero when two workers used a company's last unit of power at the same moment. Any company resources that had gone negative have been reset to zero. Fixed player shifts at a company with no power buying 11 units from the market instead of 10. Fixed the daily update saving a company's average power cost over the average cost of one of its raw materials. Fixed two buyers being able to buy the same last units of a market offer at the same moment, which could give both buyers the goods and pay the seller twice. This affected buying from the market (goods, raw materials, and company and house power), transport tickets bought when moving, companies automatically buying power or raw materials, and NPC purchases. Fixed the same problem on the currency exchange, where two players could buy the last of an offer at once, or an offer could be refunded to its seller while it was being bought (or refunded twice when it expired). Fixed two companies being able to fill the same purchase order at the same moment, which paid both sellers and charged the buyer twice. Fixed filling a company's purchase order from the CEO page failing partway through, after the buyer had already been charged. Fixed export tax being paid to the seller's nation on purchase orders that couldn't be completed. Fixed company goods being duplicated when listed for sale or removed from the market at the same moment as another sale or listing, which could also leave a company with negative stock. Fixed being able to list part of a unit of stock for sale (e.g. 1.5), which put more goods on the market than were taken from stock. Fixed newly listed goods showing a gross price of 0 to automatic buyers until the market page was next viewed. Fixed goods from a work shift sometimes disappearing when the company's market offer sold out at the same moment, instead of going into the company's stock. Fixed accepting a citizen trade giving the full amount of an item even when the other citizen no longer had it all, which created items from nothing. Fixed accepting a citizen trade being able to take a citizen's money below zero. Fixed a citizen trade being able to be accepted twice, or before it had been offered. Fixed being able to add part of an item (e.g. 1.5) to a citizen trade. Fixed citizens being able to add to a trade offer after sending it, which could make the other citizen pay for items or money they were never shown. Changing a sent offer now withdraws it until it's sent again, and a trade can only be accepted with exactly the contents shown when it was viewed. Fixed national purchase orders skipping the Industry budget and treasury checks. Purchase orders larger than the Industry budget or the treasury now go to a vote, and orders placed directly are charged to the Industry budget. Fixed export tax on market purchases of foreign goods never being paid to the exporting nation, and import tax being recorded as sales tax. Fixed NPC purchases of food, drinks, and medicine paying the wrong import and export tax to nations, and some NPCs being overcharged for domestic goods after another NPC had bought foreign goods. Fixed companies paying the wrong tax when they automatically buy power or raw materials from the market (including during work shifts). Taxes now use the correct rates for the item being bought, import and export tax no longer stack on top of each other, and import tax is no longer paid to the nation twice. Fixed NPCs only paying for one item when buying several at once (such as fuel, ammunition, weapons, and armour). They now pay the full price and tax for everything they buy. Fixed companies paying the wrong tax when buying raw materials or power from the market. Import and export tax no longer stack on top of each other or on sales tax, import and export tax are now charged on every unit bought instead of just one, and import tax is no longer paid to the nation twice. Market prices shown to companies now match the price actually charged. View full release
  8. Earlier
  9. Fixed Fixed a critical bug introduced in 2026.4 that caused all NPC work shifts to fail. Fixed a bug that allowed resources to be consumed from a region even when the work shift failed. Fixed a bug with productivity calculations for building infrastructure. Fixed citizen trading using outdated inventory limits. Battle Events widget now explicitly states the limit of 100 events per side displayed. Fixed state companies still generating Resource Shortage alerts when linked to National Stockpile. Fixed Buy Resources popup displaying wrong currency for prices. Fixed a bug affecting tank/jet consumption. Fixed job offers using incorrect wage formula, causing estimated wages to be much lower than actual wages. Fixed several UI bugs on the Political Party page. View full release
  10. Added NPCs will now gain experience points (XP) and level up similarly to players. NPCs receive $2 of their national currency and a happiness boost when levelling up. Industry Ministers can now set a fee for each tier of medicine, as well as hospital treatment, to be charged when citizens (including NPCs) use the hospital. Industry Ministers can now set a maximum power cost, defining the most the nation will pay per unit of power purchased from the market. New building art generated using AI assistance (Nano Banana 2), as the first step in a plan to modernise the game throughout this year. Note that new images may not show immediately for all players, due to server/browser caching. Changed Increased the level cap from 50 to 100. Maximum health now scales with level for all characters. A character's maximum health is equal to 100 times their current level. NPCs will now only purchase Beverages, Food and Medicine from market listings with more than 100 stock available. Weightlifting now requires 5 AP per attempt, and no longer reduces health. Consuming medicine now heals 5 Health per medicine tier. Medicine production costs have increased slightly. NPCs now generate battlefield threat and take injuries on the battlefield like players. Armour now provides 25 points of protection per tier. Fixed Fixed a bug that could prevent Military Alliances from being correctly triggered. Fixed a bug preventing battlefield threat from being updated correctly. Fixed a critical bug causing only an NPC's first attack to be counted. Fixed a bug preventing NPC avatars from being displayed on the battlefield. Fixed NPC profile links on Battle Summary page. Improved NPC purchasing logic, so that NPCs will consider lower tier food they can afford, instead of starving because higher tier food is too expensive. Miscellaneous other bug fixes and code cleanup. Fixed law proposals being blocked on the old Congress election date, until the new Governor system is completed. View full release
  1. Load more activity
×
×
  • Create New...