TRANSMISSION_ID PROJECT-PIVO-2-0-2-3-B-COMBAT-LOOT-RESOURCE-SYNC

Project Pivo 2 0.2.3-b — Combat Loot & Resource Sync

2026-05-15 15:44 UTC · SIGNED ADMIN

Fixes

Pillaging actually pays out. Defeat another player and the loot from the victory report now 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 now drops the node's reserve and the resources show up in your bank — previously the node would deplete while your stockpile stayed flat.

Universal gold-gain flash. Offline auto-collect, hourly event rewards, pillage drains, and node ticks now all trigger the top-bar gold animation when they land, so resources no longer appear silently.

Build spends persist. Fixed a regression where new construction would visually deduct resources, then snap them back on the next poll.

Instant credit on victory. Pillaged resources are now added to your stockpile the moment the battle report appears, not after the army marches home, with the gold gain animation firing at the same time.

Battle report is 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.

Concurrent-session crash. Fixed "Session expired" on login for accounts with multiple active sessions (notably admins running both the web panel and the game): a concurrent state save was crashing /City/state with a database error, now handled gracefully.

Population bounce on tab-back. Fixed displayed population briefly jumping up and snapping back down when the client lost and regained focus.

Under the Hood

Baseline reconciliation. 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, so the server can tell a genuine spend apart from a stale view of the world.

PlayerSim attack mode. The internal bot simulator gained an --attack-target mode for stress-testing combat against a specific account: bots train units and launch PvP attacks at the named target on a randomized cadence.

Build marker logging. The 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.

Resource credit/drain logging. Added log lines for every server-side resource credit and drain, making future "did the reward land?" debugging answerable from the log alone.

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