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Game Update: Version 1.3.3
Posted
11 hours ago, Zoltan said:

No prob m8, ok sounds good, though perhaps we will need some more exact caps, I'm thinking of the human players.
Say I want to employ 3 humans no more no less, for that we'd need to be able to set either the number of npcs or humans?

If you only want to employ 3 humans (without considering NPC's), you'd just set 3 job vacancies like normal and set the NPC shift cap to whatever. If you ONLY want to employ 3 humans (and no NPC's), you'd list 3 job vacancies like normal, and set the "max NPC shifts" to 0.

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Game Update: Version 1.3.3
Posted
4 hours ago, Zoltan said:

Ah thanks man, a question though, so is this a cap on the shifts or the number of workers now? Or sorta both?

Sorta both in some respects, but mechanically it only limits the number of times NPC's can work for you each day. It's possible to have more NPC workers than you're allowing shifts - but then, the NPC's who aren't able to work will get unhappy and eventually move to a different region (currently this is the only thing that'll cause an NPC to leave their job).

1.4 changelog is still coming sometime this week. IRL is extremely chaotic for me at the moment though so I'm not sure how much longer it'll be.

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Game Update: Version 1.3.3
Posted
1 hour ago, Zoltan said:

I was just looking for the way to set the cap for NPC workers but I can't find it, can you point me there Xav?

CEO Manager -> Edit Company -> "Max NPC Shifts Per Day".

Currently you might still end up with (many) more than that employed by your company, but only that many of them will be able to work on any given day. There's currently an issue where they'll take a job even if they're not able to work (due to low health etc).

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Game Update: Version 1.3.3
Posted

Click on the currency you'd like to withdraw in the Company Cash widget. A changelog should be up either later tonight or sometime tomorrow outlining this and other recent changes.

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Game Update: Version 1.3.3
Posted
5 minutes ago, darki said:

I removed my avatar from the forum but he stayed in the game, is there any sync address or does it happen automatically after some time period

It wasn't setup to sync removing avatars. I've fixed that oversight, it should sync up next time you login to the game.

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Game Update: Version 1.3.3
Posted
5 minutes ago, darki said:

thanks for fix 🙂

btw when I wrote the comment it was again ''hidden'' although it was not the first

Yeah I'm not really sure why that happened. I've double checked the permissions, and content should only be hidden for users in the New Members group. I guess it's possible it was held for approval due to the URL, but I can't remember seeing any option for that.

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Game Update: Version 1.3.3
Posted

I've just identified a configuration error that has caused several backend scripts to fail since the move to the new server. This has affected several things including elections, law proposals, sporting events, daily raffle and several maintenance scripts (primarily statistics updates). This has been fixed, and any backlogged tasks should clear over the next 24 hours.

Regarding elections, there will be significant changes to the election module in game version 1.4, expected later this month. When this update is released, a fresh election cycle will commence for all elected roles. More details will be posted on how this will work in the coming week.

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Game Update: Version 1.3.3
Posted

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 regions.

Bug Fixes

  • Major code cleanup. Many minor bug fixes/code optimizations across the site.
  • Fixed an issue causing error messages to not always render properly when trying to consume books.
  • Cleared outdated avatar info from citizen accounts. Avatars are now handled exclusively through the forums - you must link your game/forum account, and then simply set your avatar here and it will sync to the game.
  • Fixed an error preventing CEO's from seeing the performance stats of their NPC workers.
  • Fixed a bug preventing CEO's from seeing more than the last 7 shifts of a worker, instead of all shifts in the last 7 days.
  • Fixed a bug allowing NPCs to work with 0 health/happiness. NPCs will now only attempt to work if they have at least 50 happiness and 25 health.
  • Fixed a bug breaking most of the Housing page.

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Game Update: Version 1.3.2
Posted
2 minutes ago, darki said:

it will be good to have part of this message visible on the page when someone tries to log in  or when he sees a blank page

Good point...although the game is now running on the new server, transfer went a lot smoother than expected. I'll move the forums over after getting some sleep.

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Game Update: Version 1.3.2
Posted
On 4/22/2021 at 10:06 PM, darki said:

I encountered an old bug, I work in spice company (2pp for 1 spice) I have productivity something around 570pp get around 285 spice which is normal  but in the region  are disappearing 570 spice this bug was fixed  but it seems to have reappeared now probably the same is with saltpeter companies

btw sometimes when I clicked the work button once it turns out I worked 2 or3 times with one click sometimes the same is with military training

That's not actually a bug. Since the last RM update, the PP of any RM essentially shows its "rarity" - it takes 2 spice "in the ground" to produce 1 usable spice. Rarity is probably not the right word here, maybe difficulty is more accurate, but hopefully you get my meaning.

Regarding the double-click issue, this is a long standing bug that I haven't been able to isolate yet. A few people have reported it from time to time, I can never reproduce it, and there doesn't seem to be any pattern to browsers being used or anything else. I'm not even really sure how to troubleshoot an issue like this to be honest.

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Game Update: Version 1.3.2
Posted

It was a little tricky, because the NPC's look for any tier they can use. For example if an NPC is at 98 health, they'll waste part of a T3 food, so they check the market for any T1/T2. I've updated the limit check so it takes this range into account - so in this example, there'd need to be at least 200 food (in either T1 or T2). This should generally result in the NPC's respecting tier limits properly, although there may be some instances where an NPC may eat a T1 food, despite there being less than 100 T1 food (but only if they're looking for more than T1, T1 is the cheapest, and there's more of other tiers).

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Game Update: Version 1.3.2
Posted

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 every 6 minutes. Player feedback is encouraged as we tweak the AP rate in this and future updates.
  • Started updating the UI of the Battlefield, although there's still more work to be done here.
  • Increased the minimum food/drink on the market for NPC purchases to 100 due to player feedback. Please continue to provide feedback if this continues to affect player options so it can be further tweaked.

Bug Fixes

  • Fixed a bug causing most random events to never trigger.
  • Fixed a bug causing Power to be removed from the market if there have been no sales for 14 days. (This old 'feature' was previously removed from all other industries, but was still affecting Power).
  • Fixed a bug preventing CEO's from firing NPC workers.

Known Issues

  • 520 errors are still occurring. We are well aware of how annoying these are, and are continuing to investigate this ongoing issue. Recent changes may result in a blank white page being displayed instead of the CloudFlare 520 error.

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Game Update: Version 1.3.1
Posted
1 minute ago, darki said:

something is wrong , I just logged in and at the bottom of the page I see an inscription :

 

: Uncaught InfluxDB\Exception: cURL error 7: Failed to connect to localhost port 8086: Connection refused (see https://curl.haxx.se/libcurl/c/libcurl-errors.html) for http://localhost:8086/write?db=vnations&precision=s in E:\web\vnations\vendor\influxdb\influxdb-php\src\InfluxDB\Database.php:177 Stack trace: #0 E:\web\vnations\vendor\influxdb\influxdb-php\src\InfluxDB\Database.php(142): InfluxDB\Database->writePayload() #1 E:\web\vnations\common\pageend.php(31): InfluxDB\Database->writePoints() #2 E:\web\vnations\public\dashboard.php(346): require_once('E:\\web\\vnations...') #3 {main} thrown in E:\web\vnations\vendor\influxdb\influxdb-php\src\InfluxDB\Database.php on line 177

Sorry, I'm doing some work on the server at the moment. There might be more temporary errors over the next hour or two.

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Game Update: Version 1.3.1
Posted
1 minute ago, darki said:

I put it on the market 49 t1 and 49 t2 food both offers disappeared after less than minute I put the same thing again and they disappeared again I thought the minimum NPC don't buy is below 50 but it doesn't seem to be

btw this minimum is too small it must be at least 200-300

Were there other offers on the market?

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NPC Negative Productivity Bug
Posted

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 technically possible to calculate the bugs effects on company RM, it was decided not to do this, and instead consider this partial 'compensation' for this bug. In addition to fixing the underlying bugs and adding protections to prevent similar issues in the future, bugged NPC's will attempt to make up for their errors. When an affected NPC next works for the company they affected, they will be paid $0 (regardless of minimum wage), and will have double the normal productivity. These conditions will be applied once per bugged work shift, and only where the bugged NPC is working for the same company they originally affected.

My apologies to anyone inconvenienced by this error. If you have any questions or concerns, feel free to drop a reply or reach out privately to discuss further.

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Game Update: Version 1.3.1
Posted
9 hours ago, kondon said:

NPC's have negative productivity. Is this planned? 🙂

I have negative products and power because of them...

No, this was a bug (now fixed) with the NPC workers.

All negative production queues have been reset, although you'll still see negatives under "Last Prod" for affected NPC's until they next work (bug was fixed in the last few minutes, so any work shift before now may've been affected).

On the plus side, a side-effect of this particular bug is for manufacturing/building companies, the NPCs will have been "producing" free RM.

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Game Update: Version 1.3.1
Posted

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 (insufficient funds to pay salary, insufficient RM, etc), they will not attempt to work again until the following day.
  • NPC workers do not generate Worker Bonus payments for nations.
  • NPC's will no longer be able to purchase goods without sufficient currency.
  • Unhappy NPC's will attempt to consume a beverage each day. Like food consumption, NPC's will only purchase a beverage if there are more than 50 on the market, from the cheapest offer.
  • NPC's will now use the Gym once per day, training a random physical skill.

Bug Fixes

  • Financial transactions involving NPC's will now be better identified in currency records. Does not apply to transactions that occured prior to this update.

Known Issues

  • 520 errors are still occurring. We are well aware of how annoying these are, and are continuing to investigate this ongoing issue. We will be upgrading server hardware later this month to hopefully address this.
  • During initial implementation of the new NPC AI features, some NPC's may have performed their daily routine multiple times today.

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Game Update: Version 1.3
Posted

Not really sure what you expect me to write? The changelog includes that NPC's are buying food, and you're telling me they're.... buying food. I really don't see how I'm meant to respond to that?

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Game Update: Version 1.3
Posted

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, and may decide to move to another region/nation.
  • NPC's are now able to move if they cannot meet their needs in their current region. NPC's will prefer to move via Rail Stations (to any other Rail Station), before trying to cross land borders or sail to a random coastal border.

Bug Fixes

  • Fixed a date comparison bug that was preventing most users from using their houses.
  • Fixed bad database settings preventing most skills from exceeding 999.99
  • Removed outdated references to 'free global article' in daily login reward dialogue.
  • Fixed a UI bug causing some pages to render their first content module in the header row.
  • Benefits from Electronics items are now included in the display of benefits from housing in the header widget.

Known Issues

  • 520 errors are still occurring. We are well aware of how annoying these are, and are continuing to investigate this ongoing issue.

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