Updates on March 14, 2026 (Release 1432)

New

  • Added The AMSAP Challenge League
    • The Ideas post: AMSAP Challenge Leaderboard
    • Each year is divided into 4 Seasons
    • There are 3 Divisions to compete in, based on average streets completed in previous Challenges
    • Let me know if the frequently asked questions section at the bottom of its page doesn’t answer all your questions
  • Added the ability to set Hard Mode on specific cities, rather than just account-wide
    • The Ideas post: Hard mode per city
    • Setting Hard Mode on your account enables it for all of your cities (cannot turn off individual cities)
    • Disabling Hard Mode on your account disables it for of all your cities
    • With Hard Mode disabled on your account, you can enable/disable Hard Mode on any of your cities as you wish
    • The interface is added as a fire icon button in your city list on your profile page
  • Added the ability to sort badge winners by level e.g. The International Badge - CityStrides
  • Add items to the In The News page

Improvements

  • While I was adding Hard Mode per city, I also adjusted the UX behavior around pinning/unpinning cities as well as enabling/disabling Hard Mode
    • It’s all a live display now - when you pin a city, its button icon changes & it is placed in your pinned city list … same with unpinning - its button icon changes back & its is removed from your pinned city list without requiring a page refresh
  • Change our city lists to include cities that we’ve made any progress in
    • The previous “rule” was that you needed to complete a street for a city to appear in your list
  • Re-enabled manual city syncing and removed large city sync limitations, but kept the limit that only allows large cities to sync once per month
  • Change the chart on our profile page to display just the past week of data, cumulatively
    • You can still adjust it as much as you want, but the default view is updated to be more performant (and I suspect more relevant than a lifetime chart)
  • Change Challenge status display for inactive challenges
    • Challenges that aren’t active because they’re starting in the future display as “upcoming”
    • Challenges that aren’t active because they happened I the past display as “complete”
  • Tidy up the main site footer
  • Improve City Sync Report design & data display
  • Rework the main Challenge listing page
    • The previous multi-level tab situation was super weird and confusing
    • There are now three main lists - Featured / Mine / Community
  • Minor performance improvements to the chart on our city pages
  • Minor design refresh of stats displayed on profile pages
  • Minor cleanup on the Status page
    • There are now 3 main sections: Supporter / City Sync / Free
      • There’s one queue for all processing due to city syncing. This means that one larger city being synced can adversely affect the timings of any other city that also happens to be syncing at the same time.
      • The processing time indicates the latency between a job being put into the queue and it being completed. When that latency grows past 30mins, sync requests are blocked.
      • The estimated completion is my guess as to when the current job load will be completed.
  • Minor update for some contrast issues
    • I suspect there’s a lot more accessibility work to be done throughout the site :sweat_smile:
  • Minor background design updates
    • Removed some stylistic gradient backgrounds that were on some pages
  • Minor update to the anonymous hompeage to bring visuals/descriptions up to date
  • Various software updates

Fixes

  • Various fixes to the LifeMap Poster preview job
    • My code was using too much memory, which could cause the preview creation to fail
    • It’s still kinda slow, but it should work at least :grimacing:
  • Use the intended font throughout the site
  • Various fixes focused on memory use
  • Fix for the International Badge not being awarded to people
  • Fix the top 5 listing on all special Challenge pages (Nodevember, etc) to automatically update periodically
  • Fix for billing issue where an expired subscription could be paid for without re-enabling the subscription
    • This only affected a couple people, but it was seriously confusing - people would think they re-enabled their subscription, but my payment processor just accepted the payment and then do nothing with it
    • One potential issue from this change is if your subscription lapses (usually due to failed payment attempts & you not seeing the emails that are sent from those failures) and you try to re-subscribe via one of the previous emails - that will produce some form of error (I don’t know what this looks like) :sweat_smile: … but it won’t take your money for nothing & you’ll be able to re-subscribe via the Become A Supporter page, so that’s nice :smiley:
  • Fix for the videos in the Supporter Feature pages that was causing them to play full-screen and across page navigation :person_facepalming:
8 Likes

Re-enabled manual city syncing

Yay!

March 24 hasn’t happened yet?

Oh no. I’ve let it slip! Everyone knows my true capabilities now…

Update: Fixed it … I don’t think that change will break any links :crossed_fingers:

1 Like

@JamesChevalier Austin sync has been running for 16.5 hours so far and still going. Is that expected, or might it be stuck?

Edit: Oh, you can click through for more details, and indeed one of the steps failed. So it probably is just stuck. That failure would ideally propagate back to the sync report page’s status. Also because the failure didn’t update status, the city’s page still has the spinning progress wheel next to the last sync date.

Edit 2: Someone (or something) re-tried/re-ran/forced-to-success the failed Austin sync step, so that now all appears good (assuming it is actually a complete sync and not half-synced and just marked successful). The updated count being exactly 2048 makes me suspicious …

I’m not understanding the new Status page for City Synching: “Processing: about 5 hours” vs “Est Completion: 694 minutes”. Is it averaging 5 hours for all cities (or one city?) and I need to wait 694 minutes before the queue will allow a manual sync??

Also, hard mode per city is nice. Probably should post under Ideas, but how about a “preview” before turning on HM to see what would become incomplete. Or in regular mode, an indicator that the 90% rule applied. I typically review each run after upload to confirm I hit all the nodes, so that indicator could save some time.

1 Like

There’s one queue for all processing due to city syncing. This means that one larger city being synced can adversely affect the timings of any other city that also happens to be syncing at the same time.

The processing time indicates the latency between a job being put into the queue and it being completed. When that latency grows past 30mins, sync requests are blocked.

The estimated completion is my guess as to when the current job load will be completed.

Nah, just turn it on and look at the result. The work to switch in/out of Hard Mode goes pretty quick (on the sale of seconds, maybe minutes).

It sounds like you’re pretty focused on hitting every node, which suggests you should have Hard Mode enabled.

My Hard Mode per city code wasn’t working as expected. If you see that you have completed streets that shouldn’t be marked as complete, you can turn off/on Hard Mode for the city & that should correct things.