DeepCo™ Efficiency Vector Integration Operational; Utilization Systemized
DeepCo™ Efficiency Vector Integration Operational; Utilization Systemized
In lieu of the recent “Hope” malfunction, a new and improved multi-stage motivational module has been added to your Processing Terminal. State-of-the-art Efficiency Algorithms will heuristically disburse wages in accordance with expected performance metrics, while penalizing Operators who engage in the seditious behaviour of “quiet quitting” by ignoring expected cross-departmental movement. Operators are encouraged to exercise their limited freedom to determine the most efficient time to self-advance to deeper departments as guided by heir new Efficiency Rating displayed above their processing grid. Failure to self-advance may result in wage garnishment, holds on payment, and in the most severe cases, repossession of compensation.
Current implementation of this system still imparts a more than generous, competitive rate; Operators dissatisfied with their new rates may report to their supervisors for mandatory re-education.
Motivational messaging has been enhanced with both improved pop-up compensation communications as well as automatic deployment of inspirational messaging along the lowest portion of your processing terminal. Operators are also encouraged to click on the names of Operators within the inter-departmental Communications Terminal to view individual Operator profiles for additional motivational purposes.
Operators participating in the Specializations beta program will be happy to hear our Grid Support [GS] program has been expanded to provide support grid-wide, allowing [GS] Operators to provide greater efficiency to all members of a department at once. We remind [GS] Operators that phrases such as “Teamwork makes the dream work!” and “Hang in there, team!” have been shown to provide incalculable improvements to efficiency, and thus will not result in additional compensation.
Our Information Security department has re-enabled Operator systems to capture select categories of inter-departmental communications and logs for personal assessment purposes. Remain aware that sharing classified, sensitive, or personally identifiable information outside of pre-approved company channels is still grounds for punitive sanctions.
Additionally, automatic instantiation of queue mode upon first purchase has been enabled across all system terminals. Operators may still temporarily disable queue mode in favor of manual processing so long as they agree to maintain equivalent output.
DeepCo™ – Productivity Corrected. Algorithms United. Yields Transformed.
INTERNAL USE ONLY - DO NOT DISSEMINATE
Feature: Efficiency Meter
- New UI object displays Operator efficiency as expected within a department.
- Reward eligibility now determined by comparing worker damage rating to standardized department rating in lieu of individual tile health
- current implementation:
- Trivial: 0 rewards, recommend moving to a lower department
- Normal: regular departmental rates
- Inefficient: exponential decay applied
- Insubordinate: rewards revoked
- Unacceptable: negative rewards
- Maintains tier 5 department always being eligible for rewards
- Properly supports shadow departments
- Improves performance by eliminating tile-specific calculations during reward distribution
- Framework established for future tuning, griefer moderation, and other additional updates. Feedback is always welcome; drop by the discord and make your voice heard!
Feature: Motivational Messaging Database
- Converted hardcoded “bottom text scroll” tips to database-driven system with admin interface (Issue #373)
- Added comprehensive admin interface for DeepCo™ management to manage tips
- Migrated existing hardcoded tips to database with expanded Yuri notes collection
- Added 35+ new DeepCo™-themed tips including corporate dystopian humor and incremental game references
- Tips now load dynamically from database with fallback to original hardcoded messages
Feature: Colored Payment Notification Popups
- Enhanced payment notifications with color-coded messages based on reward efficiency (Issue #398)
- Added 5 distinct notification types based on reward multiplier categories:
- trivial (grey)
- normal (green)
- decay (yellow)
- penalty (orange)
- outofbounds (red)
- trivial (grey)
- Fixed notification logic to properly handle all reward scenarios including 0 DC cases (trivial/penalty categories)
- Added
payment_notificationparameter toupdate_worker_stateto distinguish payment events from state updates - Reused existing color scheme from progress bar CSS for consistency across UI components
- Updated JavaScript and CSS to support reward category-based flash messages
- Notifications provide clearer feedback on worker efficiency and payment reasons
Improvement: Auto-Enable Queue Mode on First Purchase
- Queue mode is now automatically enabled when operators purchase queue functionality for the first time (Issue #401)
- First-time queue purchasers no longer need to manually toggle queue mode after upgrading from 0 to 1 queue slots
- Subsequent queue upgrades preserve the current queue_enabled setting (enabled or disabled)
- Improves user experience by eliminating confusion about why purchased queue functionality isn't working
- Maintains existing tutorial email system for first-time queue purchases
Improvement: Grid Support Department-Wide Bonuses
- Changed Grid Support specialization to apply bonuses department-wide instead of per-tile (Issue #325)
- Grid Support speed bonuses now apply to all workers in the same effective department, not just those on the same tile
- Grid Support department bonuses (DC yield increase) now apply to all tiles completed in the department, regardless of which specific workers hit the tile
- Shadow departments are treated as separate from their parent department for Grid Support calculations
- Workers in different shadow departments or main department do not share Grid Support bonuses
- Maintains existing upgrade levels and bonus percentages, only changes the scope of application
Fixes / Improvements
Improvement: Copy-Paste Functionality Re-enabled
Restored text selection and copy-paste functionality outside the game area (Issue #374)- Text can now be highlighted and copied from all areas outside the
#grid-panelwithin.deepco-main - Game area (
#grid-panel) maintains disabled text selection to prevent interference with gameplay - Improves accessibility and user experience for copying text from chat, logs, and other interface elements
- Text can now be highlighted and copied from all areas outside the
Improvement: Split rainbow gradient effect controls
Operators can now toggle gradient effects on name display and spinner individually instead of having one setting for both. Further improvements incoming. (Issue #327)Reward Eligibility System Optimization
Moved reward eligibility logic from tile-level to worker-level for improved efficiency (Issue #388)Fix: Achievement Duplicate Prevention
Resolved issue where teamwork achievements could be awarded multiple times (Issue #330)- Eliminated race condition by removing redundant achievement checks during shared block processing
- Achievements now checked only once per dig operation, preventing duplicate awards
- Simplified shared block processing logic, improving performance and reducing database queries
- Maintains existing database constraint protection against duplicate achievement records
- Eliminated race condition by removing redundant achievement checks during shared block processing
Improvement: Ghost Spinner Elimination and performance upgrade
- Fixed ghost spinners and tiles caused by lost turbo stream messages (Issue #403)
- Completely replaced turbo frame tile cleanup with direct websocket communication via
game_update_channel - Added new
spinner_removalmessage type for granular spinner cleanup with specific worker IDs - Added new
tile_cleanupmessage type for complete tile completion handling including visual state updates - Updated
TileCleanupJobto send comprehensive tile completion data (result, icon, visual state) via websockets - Frontend now handles all tile completion visuals (progress bar, CSS classes, icons, flash effects) via JavaScript
- Data tiles now properly disappear completely when completed (hidden with
visibility: hidden) - Normal and bonus tiles show appropriate result styling and icons when completed
- Eliminates dependency on unreliable turbo streams for critical UI cleanup operations
- Provides immediate, reliable spinner removal and tile state updates regardless of network conditions
- This should also massively performance boost on mobile devices
- Fixed ghost spinners and tiles caused by lost turbo stream messages (Issue #403)