Patch notes
All news →-
v0.2.4 2026-05-16
Project Pivo 2 0.2.4 — Minor fixes/revamps
Minor fixes and revamps of certain systems
New
World map resource node rebalance. Massively increased the total yield and harvest rate of world map resource nodes, making gathering trips more rewarding and reducing the feeling of empty or low-value nodes.
Unit card preview images. Added card preview images for certain units, making unit selection and battle preparation easier to read at a glance.
Per-turn battle reports. Revamped the combat report system to include detailed per-turn battle reports, giving players a clearer view of how each battle unfolded.
World boss spawns. A world boss now automatically spawns in a random location every 8 hours, giving players a recurring high-value target to hunt.
Construction speed boost item. Added a new construction/upgrade speed boost item to help accelerate building progress.
Defensive turret structure. Added a defensive turret structure to the building pool, giving players another option for strengthening city defenses.
Improvements
Combat resolution update. Changed combat resolution behavior to rely more heavily on unit stats and less on random chance, making battles feel more predictable, strategic, and fair.
Building and upgrade timers. Adjusted building and upgrade timers so they can now properly count into hours, making longer upgrades display more clearly.
Expanded event loot pools. Added additional loot to the pool of normal events, hourly events, and boss events.
Fixes
Storage capacity fix. Fixed an issue where pillaged resources could exceed your storage capacity.
Central Hub upgrade visuals. Fixed an issue where higher upgrade levels of the Central Hub were still using old sprites.
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v0.2.3c 2026-05-15
Project Pivo 2 0.2.3c — Hotfix
Project Pivo 2 0.2.3c — Fixes
Fixed: Energy and food draining far faster than your buildings should consume.
Severe on accounts with research bonuses, but affected every player to some degree.
Symptoms included:
- Energy tanking to 0 shortly after training a unit, canceling training, or collecting resources
- Energy / food collected for less than what the building displayed
- Worker reassignments wiping a building's stored amount
- Steady-state energy slowly bleeding out over a 20-30 minute window even with no spending
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v0.2.3b 2026-05-15
Project Pivo 2 0.2.3b — Fixes
Project Pivo 2 0.2.3b — Fixes
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.
- Pillaging now actually pays out. Defeat another player and the loot from the victory report lands
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v0.2.3a 2026-05-14
Project Pivo 2 0.2.3a — Fixes
A collection of minor cosmetic fixes and server-side resolutions
#Defender experience#
- Defenders now receive battle reports and toasts when their city is attacked
— previously only the attacker got a record of what happened. - Attacker's army line is always visible on the world map for the defender, with a faint red pulse so the incoming threat reads at a glance without selecting the
marker. - Full-screen red attack-warning effect smoothed — slower pulse, softer blend
into the screen edges, no more hard horizontal stripe across the middle. - Battle-report resource icons resized so they no longer overlap report text.
#Notifications & badges#
- Chat badge now only appears when you actually have new messages and animates
on each arrival — no more stray red dot at zero unread. - Tasks badge no longer shows a "0" when there are no unread tasks.
- Added a toast on research completion so finished queues don't go unnoticed.
- Old, already-read notifications no longer re-pop on a new login session.
#World map#
- Other player's city panel no longer locks map drag and zoom while it's open.
- Same fix for the other-player scout info panel — drag/zoom now work through it.
- Top-panel buttons no longer overlap with surrounding UI elements.
- Weather effects no longer carry over into the login or scene-transition screens.
#City view#
- Tooltip on the extra-info panel now renders above the panel instead of
disappearing behind it. - Extra-info panel no longer overlaps the Mail / Tasks / Hourly buttons.
- Building HP scales correctly on upgrade — upgrading to a higher tier no longer drops your current HP below the new maximum.
- Scaffolding and construction overlays now render at the correct layer relative
to surrounding UI. - Panel open/close transitions optimised so closing a panel no longer leaves the city camera in a zoom/drag-locked state.
#Launcher#
- Incremental updates — the launcher now downloads only changed or missing files instead of re-pulling the entire build on every release.
#Misc#
- Resource node preview image blending restored on the world-event panel.
- Defenders now receive battle reports and toasts when their city is attacked
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v0.2.2d 2026-05-14
Project Pivo 2 0.2.2d — Minor Fixes
Project Pivo 2 0.2.2d — Minor Fixes
Fixes
- Fixed the issue with the Reports panel being inaccessible after certain scene transitions.
- Fixed the overlap of certain buildings over the Central Hub prefab when built close together.
- Fixed an issue with the new chat nofication being tied to the tasks notification.
New
- Added the ability to resize the game window on Windows machines - preserving the aspect ratio.
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v0.2.2c 2026-05-14
Project Pivo 2 0.2.2c — Minor Fixes
Minor cosmetic changes
Fixes
- Adjusted WorldBoss button on MapView to not overlap with adjacent buttons.
- Fixed an issue with the Reports button on MapView not opening the respective panel.
Edit
The issue with the Reports panel seems to persist on scene change.
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v0.2.2 2026-05-14
Project Pivo 2 0.2.2 — Resource Details, Responsive Layouts, Tester Feedback
A new resource details panel, smoother landscape layouts, and a tester-feedback portal on the website.
New
- Resource details panel. Tap any of the four resources in the top bar (Metal, Energy, Food,
Data Cores) to open a dedicated panel showing current/cap, production per hour, consumption per
hour, net flow, and efficiency. Tap outside the card or hit the X to close. - Responsive layouts. Panels can now save two distinct layouts — one for portrait, one for
landscape — and switch automatically when you rotate or resize the window. No more squished HUD on
desktop. - Tester feedback on the website. Logged-in players can now report bugs, leave suggestions or
reviews, and attach up to five screenshots or short videos per submission at/feedback. Track the
status of your reports and read the admin's notes on/my-feedback. - Change password. A new
/account/change-passwordpage on the website (also reachable as a
button on your account page).
Improvements
- Landscape zoom range. The city camera now allows separate min/max zoom values for landscape
orientation, so wide screens can zoom out further than the portrait default. No more "stuck zoomed
in" on desktop. - Open/close animations preserve panel scale. Panels that have a per-orientation scale (via the
new responsive-rect system) now animate to and from their captured scale instead of snapping to 1×. - City interactions are blocked while a panel is open. Tapping outside the resource panel closes
it cleanly and doesn't drag the city behind it. - Construction overlays hide behind panels. Progress bars and scaffolding brackets fade out
while a modal is open, so they no longer poke through. - Hourly-event button is now placed in the scene by hand rather than auto-spawned at runtime —
cleaner for layout customisation across scenes.
Fixes
- Resource panel's click-outside-to-close now works on the new Input System (the legacy
Input
calls were silently no-oping). - World-map and city-view no longer duplicate mirrored Mail / Tasks buttons.
Website / backend
- Admin feedback queue at
/admin/feedbacklists every submission with status + category
filters. Each entry has a triage page with inline image previews, video playback (with seeking),
status updates, and admin notes that the submitter sees on their/my-feedbackpage. - Attachment URLs are served by the website, not directly from the API host — so links live at
the public site URL and access is properly gated to admins and the submitter only. - Deploy script now preserves
wwwroot/uploads/alongsidelauncher/andbuilds/so tester
attachments survive each redeploy.
- Resource details panel. Tap any of the four resources in the top bar (Metal, Energy, Food,
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v0.2.1 2026-05-13
Project Pivo 2 0.2.1 — World & City Events
▎ A brand-new hourly competition cycle (Resource → PvP → PvE → Building), a much better mailbox, and the city sidebar finally reaches the world map.
This patch is mostly about giving you something to keep an eye on every hour,
and finally making the rewards you earn feel like they actually arrive.Hourly Events
Every hour, on the UTC mark, a new competition cycle begins. The cycle rotates
through four event types — Resource Surge → Raid Window → Hunt Hours →
Construction Rush — and each one runs for 55 minutes with a 5-minute break
before the next.- Tap the new golden round button (it lives just below the Tasks button) to
open the event panel: live timer, current rules, your points + rank +
current tier, and the top-10 global leaderboard. - Each event type scores different actions:
- Resource Surge — every resource you collect (city production, world-
map node extraction, auto-collect) counts toward points. - Raid Window — pillaging other players and crushing their units (city
attacks + node garrisons) both score. - Hunt Hours — defeating AI defenders on world-map events.
- Construction Rush — every construction completed and every upgrade
finished, weighted by the new level reached.
- Resource Surge — every resource you collect (city production, world-
- Five tier thresholds (Bronze → Diamond). When the event ends, every
participant who hit at least Bronze gets a system mail with their tier's
reward bundle attached.
Mailbox improvements
- Per-row reward overview. Each mail row now shows a compact preview of
any rewards inside it, with the matching resource icons. - CLAIM button next to DELETE. The most rewarding action sits right next
to the most destructive one, so you stop accidentally tossing rewards. - Reward icons inside the message. Open a reward mail and the icons sit
at the bottom of the body text, right where you finish reading. - Visual claim feedback. Clicking CLAIM now flies the icons up to your
top bar with a green flash and count-up — the rewards visibly arrive. - Tighter cap enforcement. Mail rewards (and every other claim path)
can never push you above your current storage cap.
City Events
The clickable sparkle pickups that appear in your city while you play got
overhauled:- Resources now fly straight to the top bar on click instead of silently
ticking up. - Reward amounts trimmed to feel like flavour gains rather than a fifth
income stream. - Cap-enforced — overflow is no longer awkwardly possible.
World-map sidebar
Mail, Tasks, and the new Hourly Event button now appear in the same screen
position on the world map as they do in the city, all clickable, all opening
the same panels.Quality of life
- Achievement toasts no longer flash on the login screen — they wait until
you reach the city or world map. - Leaderboards show exact point totals with
.as a thousands separator
(no more "10k" when you have 9.974). - Hourly panel and button now have smooth open/close + breathing animations.
- Mail and Hourly buttons share a high-priority overlay canvas so clicks are
never stolen by other UI.
Under the hood
- Server-side cap enforcement on every "PendingAdminGrant" claim path —
achievements, city events, daily login, and hourly tier rewards all route
through the same cap-respecting drain now. - Hourly event scoring is server-authoritative: production collects, node
extractions, building completions, and combat all post their own points
without trusting the client. - Several mutation-counter, scene-transition, and DDOL bugs squashed along
the way.
- Tap the new golden round button (it lives just below the Tasks button) to