Somehow I missed announcing v2.1.3. As of today the extension is updated to v2.1.4.
Highlights of v2.1.4:
Finish fixing the “Submit Turn” and “Submitted” buttons in turn based games not to overlap the rest of the UI.
Fix the combat calculator to report integer numbers of ships on each carrier, and to correctly account for carriers with a ‘Delay’ set for their departure. Note that there may be a bug in the ‘Delay’ feature of the game itself making the timings unreliable.
Now, if you generate an API key, NPA automatically caches it for you so that when you type [[api: into a message it autocompletes your own key. Additionally this makes sure you show up in your various alliance reports, like on the trading screen or the research screen.
Make red numbers trigger cash transmission (with a confirmation dialog) if you click them in the trading screen or the accounting screen, for easy payment. Add bulk payment and bulk tech transmission options to the trading screen.
Fixed fleet merging when you merge multiple API keys. In the past, you wouldn’t see complete fleet orders for others unless you viewed the map as them. Now, when you merge multiple API keys you get to see complete fleet orders for everyone. Also, API key merging is cached so it is much faster, and the clock doesn’t get reset to the wrong time when you merge keys anymore.
Table markdown is pickier and only recognizes
--- Title --- as the start of a table if the
--- occurs at the start of the line. This avoids mangling messages from players who actually type
--- in their message. Additionally, tables are formatted properly on first view and not only if you refresh the message from the server.
The research screen shows a new ↑S column that tells you how many science that ally needs to buy to improve delivery of the tech by one or more ticks. If more than 10 science would be required, the entry is blank.
The controls screen buttons now highlight on desktop just like other buttons in the UI.
Make balances owing actionable on accounting screen.
Update the accounting screen so that red balances trigger a
money send, making it quick to settle up when you owe.
Add initial bulk tech send functionality.
Add the ability to bulk pay for tech transfer.
Make tech deficits trigger send cash if clicked.
Now if you click a red entry on the tech summary screen, the UI
will ask if you want to send the transfer fee amount of cash to the
holder of the superior tech for them to transfer it to you.
Handle delayed departures properly, and note them.
Handle delayed fleet departures correctly and note the departure
in the delayed tick's combat report.
API Key convenience features.
When the user generates an API key automatically cache their own
scan data so that the API key will forever be known to this instance
On every UI refresh (which we are doing every minute) ensue that the
allies API data are fresh in the cache. Never wait again for the
research screen to load.
Inside message compose, autocomplete [[api: with the user's own API
key. If they really wanted to send someone else's, they can go back and
paste it over their own key.
Fix combat calculator to distribute ships in integral quantities.
The largest arriving fleet gets the first leftover ship, the second
largest the second leftover ship, and so on down the line. Produces
pretty numbers that are hopefully exact matches for the game's approach
to the same problem.
Also look for the Submit Turn as "Submitted".
Changes listed below were shipped in 2.1.3
Fix fleet merge bug with multiple allies.
If multiple allies could see a fleet then merging would take the
last allies' view of the fleet or your own view of the fleet in
preference to the scan data of the owning player. Fix it so that
if you have a scan from the owner, that view takes precedence over
all others, providing the detailed scan data with a full order set.
Update column header to ↑S for clarity.
In the research screen, it seemed like ΔS wasn't intuitive
enough so try out ↑S instead. The column means how much science
that researcher needs to reduce delivery time.
Add help text to clarify it as well.
Fix cache bug at tick rollover.
The sense of tickness was backwards so that the tick passing
wasn't triggering a refresh of the cache, resulting in scan
data up to 5 minutes out of date just after the tick. Fixed
it so that as soon as the tick passes the scan data are
invalidated and therefore always fresh
More detail in the research report.
The research report now shows progress for each researcher
as well as their total science and the upgrades needed (ΔS) to
achieve the research level 1 tick sooner.
For turn based games, fix the submit button on refresh.
The submit button would reappear on UI refresh, sometimes even
at startup. Hook the event to fix it any time that happens.
Fix wrong event wiring so screens aren't re-executed.
The event handling for the reports screen was accumulating at the
top level of the UI causing the screens to be rerun as many times
as the UI has previously been displayed. For most screens this was
fast enough to be close to imperceptible but for the new heavy
reporting screens they get decidedly sluggish after being in the
client for a while.
Hooking up the event properly means calling the report exactly once
and is pretty snappy.
Overhaul API data fetching.
Consolidate the three spots that used to use API keys to fetch
scan data into one function, using a modern fetch call instead
of a sketchy synchronous jQuery ajax request.
Also fix the time drift when merging API keys and an bug where
incoming visible stars took priority over already visible stars.
Fix time not to shift on merge of API keys
Two fixes: pickiness update, and immediate format.
My previous attempt to be pickier about --- occurrances was not
correct, and is now hopefully fixed.
The <br> tags inserted into comments are different on the client
side than on the server side, update the split to use a regex that
works on both so that things are properly formatted the first time
round (notably tables).
Fix help button not to navigate back to controls
Style NPA buttons with CSS since the JS isn't used.