Operational recordPlayer-facing change archive

Patch notes

Every released Alpha change that matters to commanders, preserved in one continuous operational timeline. Newest intelligence appears first; older records remain intact below it.

01

v0.9.1-alpha

13 Aug 2026

Changed
  • Construction now reserves the operatives needed by the structure currently being built, so the same personnel cannot be promised simultaneously to training or another active staffing commitment.
  • A construction item that reaches the front without enough operatives stays in place and visibly waits instead of overstaffing the Base. Training Yard recruitment and wounded recovery can release it automatically, or the player can cancel it normally.
  • If a Base has lost every Sentry Team and lacks the two free operatives needed to replace one immediately, a single emergency replacement team can still be queued. Training waits for crew and starts automatically once two operatives become available.
Fixed
  • Sequential construction can no longer complete later upgrades into an impossible negative staffing state after earlier queued buildings consume the available workforce.
  • Waiting construction and training items can no longer be skipped by newer queue entries when they are temporarily blocked on operatives.
02

v0.9.0-alpha

12 Aug 2026

Added
  • Authority Points now measure both Infrastructure Authority and Operational Authority. A completely maxed compound contributes exactly 1,000 Infrastructure AP, while a fully employed healthy operative establishment contributes another 1,000 Operational AP for an exact 2,000 AP fully developed Base.
  • Building Authority is weighted by strategic importance instead of treating every level equally. Upgrade cards now show the same real AP gain used by rankings.
  • Operational Authority responds to the state of a PMC's workforce and forces: healthy operatives staffing buildings or committed to trained units contribute, while idle and wounded personnel do not. Forces travelling on operations remain tied to their home Base.
  • The Spy Simulator now models the same reconnaissance-versus-counter-reconnaissance contest used by live SCOUT operations, including defending units and surveillance infrastructure.
  • A new Scouting & Counter-Reconnaissance field manual explains reconnaissance capability, intelligence depth, defensive surveillance and how SCOUT differs from THREATNET detection.
Changed
  • Player and alliance rankings now use Total Authority across infrastructure and operational capability, allowing major battles, casualties, recovery and rebuilding to move the standings without changing Base ownership.
  • Strategically important buildings contribute more Infrastructure AP than routine support structures, and later upgrades generally carry more Authority than early development.
  • Indigenous Remnant pressure now scales against Infrastructure Authority only, preserving development pressure without allowing troop losses to make an advanced Base look less developed to NPC forces.
  • SCOUT intelligence depth now depends on the reconnaissance capability deployed against the target's counter-recon units and surveillance network. Specialist recon teams and UAS are more efficient intelligence collectors than massed low-end observers.
  • Scout reports and simulator results provide qualitative capability and intelligence assessments rather than publishing exact success percentages or hidden thresholds.
  • World Rankings Help has been rebuilt around the new 2,000 AP Base model, including how warfare can change Operational Authority and rankings.
Fixed
  • Build screens, player rankings, alliance rankings, public profiles, tactical-map Authority and portal theatre standings now derive Authority from one canonical scoring model instead of using conflicting point calculations.
  • Staff views now distinguish Authority Points from Control Authority %, removing ambiguity between ranking strength and the Command Transfer ownership mechanic.
03

v0.8.4-alpha

12 Aug 2026

Fixed
  • Public alliance profiles now use each alliance's permanent identifier instead of its editable tag, so changing a tag no longer changes or breaks the profile address.
  • Alliance links from rankings, PMC dossiers, alliance browsing, diplomacy and moderation now resolve consistently even when the displayed tag contains reserved URL characters such as #STAR.
04

v0.8.3-alpha

11 Aug 2026

Fixed
  • Sarachovia Induction reimbursements now respect each resource's Warehouse capacity instead of creating new over-cap balances. Any balance already above its limit is preserved, cannot grow further and clearly reports that production is paused until it is spent below capacity.
05

v0.8.2-alpha

11 Aug 2026

Fixed
  • Build & Upgrade development-network nodes can again be selected normally with a mouse on desktop browsers; horizontal click-drag navigation no longer steals ordinary node clicks.
06

v0.8.1-alpha

10 Aug 2026

Added
  • Build & Upgrade now includes a Compound Development Network showing how the major structures in your Base connect, what is available next and what still stands between you and later-stage facilities.
  • Selecting a structure in the development network now reveals its live current and next effects, construction costs, staffing, timing and Upgrade or Construct control directly beneath the network.
  • The player menu now includes an Induction panel visibility control, making the guided campaign easy to hide or bring back without losing progress.
  • The public landing page now links its latest-update briefing to a full /updates patch-note archive so released changes are easier to follow in one place.
  • Garrison / Support is available for another Base you own, accepted friends, members of your alliance and members of an allied alliance, allowing trusted commanders to reinforce one another without turning support into a general neutral-player operation.
  • Player accounts now have a passwordless email-code fallback when a passkey is unavailable, while passkeys remain the primary sign-in method. Entering an email address or commander name first can also help a PC or password manager locate the correct passkey.
Changed
  • Build & Upgrade now opens the Compound Development Network at the player’s furthest usable development tier and centres the most relevant structure there. The tree can be grabbed and dragged horizontally, its browser scrollbar is hidden, and selecting a structure moves the page to its live construction controls.
  • Resource and building Help now resolves production from the active theatre economy so the figures shown to players move with live balance changes instead of presenting stale base-formula values.
  • Command HQ production is now described as an amount to each resource, making the four equal Capital, Materials, Fuel and Intel streams explicit rather than presenting their aggregate as though it applied to every resource.
  • Passkey setup and sign-in now provide clearer guidance for using a phone, password manager or another device. Passkey registration is more compatible with older device configurations while still requiring user verification.
  • Sarachovia Induction rewards now use compact resource icons and totals. Where an objective reimburses its guided learning cost, the displayed reward combines that reimbursement with the normal support allocation so commanders can see what they will actually receive.
Fixed
  • Sarachovia emails remain readable in dark-mode email clients, including their text, backgrounds and action buttons.
  • Full desktop command navigation now remains visible on normal desktop screens, while tablet and mobile layouts use the compact command menu; THREATNET and account controls are aligned consistently.
  • Sarachovia Induction no longer disappears when moving through Alliance, Rankings, account settings and other normal command screens.
  • Security Operations is now baseline PMC knowledge for new commanders and is repaired automatically on older Bases, so Sentry Teams become available as intended after Barracks Lv1.
  • Resource income shown in Build, building inspection, Help, Base Status and the resource HUD now comes from the same active balance inputs, removing cases where Command HQ could show one rate while the Base was actually receiving another.
  • Warehouse capacity remains independent from live Resource Income, while campaign-start safety checks prevent contradictory starter storage or extreme hoarding settings from being carried into a reset.
  • Recalled support forces now appear as RETURNING and explain that they are travelling home. They no longer offer another Recall action or appear as an unknown incoming movement in the sender’s own THREATNET feed.
  • The Base Status storage-cap display now keeps large values inside the panel and continues to show each resource as an independent storage limit.
  • Induction fixed rewards appear immediately, and a failed reward preview can no longer leave the reward card stuck in a permanent loading state.
  • A cancelled or failed passkey attempt during account activation no longer turns the same valid activation journey into an “invalid or already used” dead end; commanders can retry until activation succeeds or the invitation expires.
  • Waitlist verification links no longer verify an address simply because an email-security scanner or link preview opens them. Verification now requires an explicit confirmation, and reopening a completed link reports that the email is already verified.
Security
  • Production remains passwordless: password sign-in and password reauthentication are removed and blocked there, while staging and local environments retain the compatibility path for testing and administration.
  • Player email sign-in codes are short-lived, single-use and protected by request and attempt limits. Moderator, Admin and Owner accounts remain passkey-only.
07

v0.8.0-alpha

08 Aug 2026

Added
  • Sarachovia Induction introduces a guided campaign that teaches Command, construction, recruitment, Training Programs, the tactical map, scouting, reports and a first operation through the real game.
  • Induction includes a private Sarachovia Evaluation Cache for a controlled reconnaissance and recovery exercise while new commanders are still establishing themselves.
  • The theatre now supports more Derelict Bases and Indigenous Remnant positions as player activity grows, creating more opportunities away from direct PMC conflict.
Changed
  • Induction now supports the cost of its guided objectives so commanders can learn the core systems without burning through their opening economy just for following the campaign.
  • Existing Alpha commanders can enter Induction without losing their current progress, and graduation points toward optional Economy, Intelligence and Security paths rather than forcing a single route.
  • Indigenous Remnants are becoming more active and more dangerous as a PMC develops. New commanders are given room to establish themselves, while developed Bases that neglect local security may attract greater attention from the surrounding theatre.
  • Remnant behaviour is intentionally less predictable. Reconnaissance, local defence and what is happening around your Base should matter more than memorising a fixed rule.
  • Raid reports and Help now stay aligned with the current theatre conditions so the amount a deployed force can recover is presented consistently.
Fixed
  • Repeated Command Transfer attempts against the same target now resolve more reliably, with surviving forces returning as expected after an unsuccessful attempt.
  • Command Transfer outcomes now appear clearly in Comms, including attempts that fail to reduce Control Authority.
  • Returning forces no longer risk disappearing or being counted twice when several operation updates happen close together.
  • Completed Sarachovia Induction panels can be hidden and restored from Help without resetting campaign progress or replaying rewards.
  • Crews committed to deployed, returning or remotely stationed forces remain tied to their home Base until they are genuinely available again, preventing misleading staffing availability.
  • Post-Induction Security guidance now uses the player-facing Gatehouse name consistently.
08

v0.7.6-alpha

08 Aug 2026

Added
  • The public landing page now carries a concise current-alpha hotfix panel so testers and community members can see important live-development changes without searching Discord.
Changed
  • Command Transfer is now a developed-compound capability: the launch base requires Command HQ Lv15, Communications Tower Lv10, Logistics Yard Lv12 and Training Yard Lv10, with the Command Liaison doctrine aligned to that progression gate.
  • Command Liaison research has been lengthened as part of the first-expansion pacing pass, and a player can no longer overlap multiple Command Transfer operations against the same target while the previous column is still outbound, resolving or returning.
  • Base #2 remains an alpha balance target rather than a hard account-age lock; progression, command preparation and operation travel/return time now create the delay naturally.
  • The Command Transfer card now remains visibly locked until every launch-base requirement is met and shows all four required/current building levels together instead of revealing one failure at a time.
  • The Command Transfer card now explains the actual command-pressure tiers before launch: each Command Liaison Team contributes 10 command power, Special Operations Teams contribute 5, and surviving power of 10 / 20 / 30+ applies up to 15% / 20% / 25% Authority reduction respectively.
  • Successful Scout, Raid, Command Transfer, Reclamation and Garrison launches now open Operations directly so the dispatched force can be tracked immediately.
  • The Operations page now prioritises live forces and reports. The duplicate completed-operation history list has been removed, and the page no longer performs the extra history query that existed only to populate it.
  • At detailed map zoom, bases retain their compound artwork and ownership border. Once a cell becomes too small on screen, the tactical map switches that base to a filled ownership/diplomacy-colour cell with a high-contrast centre flag for strategic readability.
Fixed
  • Command Transfer no longer regenerates ambient derelict resistance after a target has already been cleared. Persistent defenders still fight normally.
  • Command Transfer reports now show Control Authority before and after the operation, report the actual reduction applied, and clearly identify a 0% change instead of implying progress that did not happen.
  • Command Transfer reports now explain when surviving defenders prevented command pressure and tell the player to clear them or include sufficient combat escorts.
  • Command Transfer reports now show transfer-force losses and survivors. Lost units are identified as combat casualties; survivors return to the launch base after a non-capture attempt or remain at a newly captured base as its initial garrison.
  • Command Transfer BBCode output now carries the same Authority, casualty and survivor details as the on-screen report instead of collapsing to only a title and timestamp.
  • Winning raid reports now explicitly distinguish a fully cleared target from a victory where defending units survived, so Raid successful cannot be mistaken for takeover readiness.
  • Recruitment is now a true sequential queue: one batch trains at a time and units inside the active batch complete one at a time. Splitting the same order into several one-unit batches no longer trains them in parallel.
  • Existing parallel recruitment batches from the alpha defect are normalised back into a sequential queue, while legitimate offline completion catch-up is preserved.
  • Construction queue pricing now uses the intended schedule everywhere: slots 1–3 free; slot 4 +25%, 5 +50%, 6 +75%, 7 +100%, 8 +150%, 9 +200%, then +50 percentage points per later slot.
  • Construction queue surcharges are applied exactly once. Upgrade previews, confirmation dialogs, queue labels, help text, admin guidance and server-side resource deductions now use the same pricing rule.
  • Tactical-map base markers no longer rely on a thin coloured border once zoomed far out; strategic markers use the same legend colours as a filled cell plus a high-contrast centre flag so bases stand out from terrain without changing the map key.
09

v0.7.5-alpha

02 Aug 2026

Security
  • Login and recovery throttling now trusts only configured proxy headers instead of client-supplied forwarding values.
  • Portal and game logout redirects now use configured public origins and ignore request-host manipulation.
  • GitHub Actions are pinned to immutable commits, and security-sensitive repository paths now have explicit code ownership.
10

v0.7.4-alpha

01 Aug 2026

Added
  • The account portal now provides clear navigation to Security & Passkeys.
  • Registered passkeys can be renamed from the account security page.
  • Alliance invitations now create a Comms notification and show a live Alliance navigation badge until the invitation is accepted, declined or withdrawn.
Changed
  • The public landing page now opens with the fall of Sarachovia, explains the current game and living-world direction more clearly, and replaces the placeholder theatre map with a campaign directory.
Fixed
  • Stale or revoked portal sessions no longer trap players in a login redirect loop.
  • Account activation now remains on the public Sarachovia portal instead of redirecting to an internal server address.
  • Passkey sign-in is more reliable, with clearer recovery when an authentication attempt expires or fails.
  • The strategic map and minimap now show the complete set of bases in the active theatre consistently for every player.
  • Alliance members without THREATNET clearance can open the Alliance page normally and see the intended restricted-access message.
  • Staff activation and resend actions now request fresh authentication instead of failing with a generic server error.
  • Maintenance mode now sends players to a stable maintenance screen and blocks gameplay consistently, including from an already-open or browser-back page.
Security
  • Hosted portal sessions now fail closed if secure cookies are explicitly disabled.
  • The Discord support service now runs as an unprivileged container user.
11

v0.7.3-alpha

30 Jul 2026

Fixed
  • Portal-to-theatre transfers now complete reliably across the secure portal and game hosts.
12

v0.7.2-alpha

30 Jul 2026

Fixed
  • Invalid or expired portal sessions now return players to login instead of showing an application error.
13

v0.7.1-alpha

30 Jul 2026

Security
  • Theatre entry now requires an active world-access grant for your account. Without access, the theatre list shows a clear unavailable message and entry is blocked end-to-end.
  • If access is removed after you request entry but before play starts, the handoff is rejected and no play session is created.
Changed
  • Staff theatre access uses the same world-access requirement as players (no role shortcut). Staff continue to enter without owning a Base when they have staff access.
14

v0.7.0-alpha

30 Jul 2026

Added
  • Sign in to your command network account with a passkey (biometrics or hardware security key) instead of typing a password.
  • New accounts activate via a one-time link that sets up a passkey before first sign-in — no temporary password required.
  • Recovery codes issued at activation allow you to regain account access if your passkey is lost; a replacement passkey is registered during recovery.
  • Account security page shows active sessions with one-click revocation, registered passkeys, and recovery code status.
Security
  • Passkey authentication uses WebAuthn with server-verified challenges; credentials are bound to the portal origin and never leave your device.
  • Recovery codes are single-use, hashed at rest, and gated behind a restricted session that requires passkey replacement before full access resumes.
  • Reauthentication with a fresh passkey assertion is required before security-sensitive account changes.
  • Existing password login remains available during the migration period; operators can disable passkeys via feature switch without data loss and re-enable password-only login if needed.
  • Sessions are bound to credential version — a password change or passkey rotation invalidates all other sessions immediately.
15

v0.6.0-alpha

29 Jul 2026

Changed
  • Account sign-in now lives on the command network portal. Theatre entry hands you a short-lived play session from the portal instead of signing in with email/password on the game host.
  • Temporary password changes happen on the portal account page.
Security
  • Play sessions are cryptographically bound to the portal account session that issued them; signing out of the portal ends those theatre sessions.
  • Production game hosts no longer accept direct password login; use the portal (or an explicitly enabled local/staging compatibility flag for operators).
16

v0.5.5-alpha

26 Jul 2026

Fixed
  • Replaced Theatre Compound scene art so each visual tier (Starter Camp through Theatre Headquarters) uses a distinct image.
17

v0.5.4-alpha

26 Jul 2026

Fixed
  • Base visual-tier progression now resolves the highest fully satisfied milestone (Established Outpost, Operational FOB, and above) consistently on the base overview and strategic map.
  • The base overview shows the resolved compound tier label so progression is visible even when scene art is similar.
Changed
  • Compound help requirements are derived from the same canonical tier definitions used by the game.
18

v0.5.3-alpha

26 Jul 2026

Changed
  • Research building requirements now lead with the level you need, then show your current level (for example: Logistics Yard Lv4 required - Currently Lv2).
Security
  • Patched Next.js to 15.5.22 (July 2026 security release) and tightened transitive dependency overrides so high-severity npm audit findings clear.
19

v0.5.2-alpha

17 Jul 2026

Fixed
  • Mouse-wheel over the strategic map no longer scrolls the page at zoom limits; boundary wheel input is absorbed without moving the camera.
20

v0.5.1-alpha

17 Jul 2026

Fixed
  • Strategic map zoom slider stays centred on the full map viewport when side panels open or close.
  • Map zoom preserves the world point at the viewport centre (no diagonal drift); wheel/slider/keyboard share the same centre-anchor math.
21

v0.5.0-alpha

17 Jul 2026

Added
  • Discrete strategic map zoom (six levels) with a Detail → Strategic slider; wheel zoom over the map surface.
  • Combat-report profile links, map deep-links for base names/coordinates, and viewer-relative participant colouring.
Changed
  • Main command navigation is centred between the brand and THREATNET/account controls.
  • Combat reports say units were deployed (not sent); lost/survived values use restrained semantic colour in the HTML report.
22

v0.4.9-alpha

17 Jul 2026

Added
  • Collapsible Selected Base panel on the theatre map (edge-tab toggle matching minimap/filters; auto-expands when a base is selected).
  • Portal foundation and production portal deploy wiring (workspace app, CI, production workflow).
  • Secure Discord account linking and Discord support integration (outbox, always-on support runtime, production isolation).
  • Shared command-network UI identity system (design tokens, panels, navigation icons).
Changed
  • Staging and portal login/routing polish (portal-first play host flows).
  • Resource production: fractional remainders, multi-base continuity, stalled-base settlement fixes.
Fixed
  • Discord OAuth top-level navigation and proxy-safe callback diagnostics.
  • Portal login redirect and local hydration/CSP issues affecting account flows.
Security
  • Discord support mutations restricted to production; staging remains fail-closed for guild mutations.
23

v0.4.8-alpha

12 Jul 2026

Discord support (initial release scope)
  • Permanent Discord support foundation: always-on runtime apps/discord-support (not game/portal).
  • Additive thread mapping + inbound inbox models; SupportContentOrigin for echo prevention.
  • Outbound worker delivers outbox events; inbound Discord replies become canonical messages.
  • Health endpoints, Dockerfile, and fail-closed bot configuration (disabled by default).
  • Initial feature set: one configured guild/parent channel, two-way replies, lifecycle posts.
24

v0.4.7-alpha

12 Jul 2026

Support outbox foundation (Phase 3)
  • Additive SupportOutboxEntry transactional outbox for future Discord support delivery.
  • Feature flag DISCORD_SUPPORT_SYNC_ENABLED (default off); no Discord bot, tokens, or network calls.
  • Canonical ticket mutations enqueue identifier-only outbox rows atomically with SupportTicketEvent.
  • Worker-safe claim/ack/retry/dead-letter helpers using FOR UPDATE SKIP LOCKED (no always-on worker yet).
25

v0.4.6-alpha

10 Jul 2026

Staging UI polish pass
  • Play /login redirects to the configured portal login by default (PORTAL_PUBLIC_URL); use ?direct=1 for rollback direct theatre login.
  • Portal successful login lands on /theatres (account remains available; password-required accounts stay on /account).
  • Roadmap copy aligned to docs (contracts in Next phase); fixed card number positioning.
  • Portal account/theatre launcher polish (corner accents, hero treatment, theatre rank, Enter CTA).
  • Help/command link hover no longer uses default underlines; mobile resource bar stays on one line.
  • Version display: 0.4.6-alpha (0.4.4 and 0.4.5 already shipped).
26

v0.4.5-alpha

10 Jul 2026

Resource accumulation parity
  • Preserves fractional production across frequent worker/API ticks so short intervals no longer discard gains.
  • Aligns displayed HQ +/h rates with per-resource persisted production (no longer uses summed HQ scalar).
  • At-cap storage still wastes production while full; ledger entries only for actual persisted gains.
27

v0.4.4-alpha

07 Jul 2026

Portal foundation (monorepo slice)
  • Added npm workspace apps/portal — minimal Next.js portal application (static landing, health endpoints, env contract).
  • Root scripts: portal:dev, portal:lint, portal:typecheck, portal:check, portal:build, portal:start.
  • CI portal job; architecture doc at docs/architecture/portal-theatre-platform.md.
  • Game application at repository root unchanged.
28

v0.4.3-alpha

06 Jul 2026

Sarachovia UI identity and visual system
  • Introduced shared command-network design tokens and tactical colour semantics (cyan for system/intelligence, yellow for Sarachovia strategic identity).
  • Added reusable command panel primitives with restrained military reference motif.
  • Added bespoke lightweight SVG navigation icons for core game concepts.
  • Improved maintenance page as a branded command-network status screen; removed public staff-access messaging.
  • Applied identity system across header navigation, cards, buttons, badges, footer and environmental background texture.
  • Added central terminology constants and docs/ui-identity-system.md contributor guidance.