Project Pivo 2 0.2.3b — Fixes

2026-05-15 15:44 UTC • admin

Resource Economy

  • Pillaging now actually pays out. Defeat another player and the loot from the victory report lands
    in your stockpile — instantly, with the same gold gain animation that mail rewards use. No more "won the battle, got nothing."
  • Resource node workers credit correctly. Yield drops the node's reserve and the resources show up in your bank. Previously the node would deplete while your stockpile stayed flat.
  • Gold gain flash for every server-side credit. Offline auto-collect, hourly event rewards, pillage drains, node ticks — all now trigger the top-bar gold animation when they land. No more silently appearing resources.
  • Building and upgrade spends persist properly. Fixed a regression where new construction would visually deduct resources, then snap them back on the next poll.

Combat

  • Instant credit on victory. The pillaged resources are added to your stockpile the moment the battle report appears, not after the army marches home. The gold gain animation fires at the same time.
  • Battle report is now the source of truth. The values shown in the victory report are exactly what lands in your resources — no more silent storage-cap drops eating part of the loot.

Stability

  • Fixed "Session expired" on login for accounts with multiple active sessions (notably admin accounts running both the web admin panel and the game). A concurrent state save was crashing /City/state with a database error; now handled gracefully.
  • Fixed population bouncing on tab-back. When the client lost focus and regained it, the displayed population would jump up briefly then snap back down. Now stays correct.

Performance / Race Safety

  • Removed a long-standing race condition where a stale client snapshot posted right after a server-side credit could wipe out the credit. All resource sync now uses baseline reconciliation — the server can tell apart a genuine spend from a stale view of the world.

Tools

  • PlayerSim (internal bot simulator) gained an --attack-target <username> mode for stress-testing combat against a specific account. Bots train units and launch PvP attacks at the named target on a randomized cadence.

Diagnostics

  • Server now prints a build marker line to api.out.log on startup so you can confirm at a glance
    which version is running on prod.
  • Added log lines for every server-side resource credit and drain — makes future "did the reward land?" debugging answerable from the log alone.

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