The void shifts. Mostly about the game saying what it means: labelled jump gate boxes, a Jump Gate that explains what it needs, fuel numbers that match the bill, and two prices corrected to what things are actually worth.
🐛 FIXES
▸ Screen readers announce the game panels as dialogs.
The quest log, planet details, relics, your profile and the news panel are now announced as real dialogs on web, each with a name, and your focus stays inside one until you close it. Before this a screen reader read them as ordinary page text and you could tab out of an open panel without realising it had stayed open. On web now. Let Steam update the Playtest install to pick this up.
▸ Derived material pools open at the right price for what you pay with.
Every sector pool used to open a derived material at the same number whether you bought with metal, crystal or deuterium, even though a unit of deuterium is worth three units of metal. Paying in the more valuable resource was quietly a discount. Each pool now opens priced in the resource it actually trades against. This one is server side, so it is already live everywhere.
▸ The Jump Gate now tells you what it needs.
A moon with a Jump Gate and nowhere to send ships used to show a panel that only said there was no other moon with a gate, which reads like the feature is broken rather than like something is missing. It now states the rule: a jump needs a Jump Gate at BOTH ends, and it points you at building the second one. The Jump Gate panel also no longer looks identical to the Phalanx Scanner, and the fleet dispatch screen now says plainly that jumps are moon to moon and are started from the moon screen. On web now. Let Steam update the Playtest install to pick this up.
▸ The jump gate boxes say what they are for.
The boxes on the Jump Gate panel were unlabelled, so the only way to learn what each one took was to try it. Every box now carries a visible label and the same plus and minus stepper you use everywhere else, and each MAX shows what the parent planet holds, which is what a jump actually spends. On web now, and on mobile with the next app update. Let Steam update the Playtest install to pick this up.
▸ Escape closes one panel at a time in your notes.
With a planet or commander panel open on top of your notes, pressing Escape closed both at once and dumped you back to the map. It now closes only the panel on top, so a second press is what closes the notes. Opening your notes also puts the cursor straight in the text box again. On web now. Let Steam update the Playtest install to pick this up.
▸ The ship dossier's fuel line matches what a jump actually costs.
Every ship card showed a fuel formula that the game has never used to charge you, and it read the same for nineteen of the twenty hulls regardless of what they really burn. The line now states that hull's real burn rate and the formula dispatch actually charges, so the card and the bill agree. On web now, and on mobile with the next app update. Let Steam update the Playtest install to pick this up.
▸ Freighters stopped counting as warships in your combat score.
A Massive Cargo was being scored as a fighting ship, so a hauling fleet inflated your combat score and could push you into a dispatch tier your real fleet had not earned. Cargo hulls are civilian again. If you own Massive Cargos your score will read lower than it did, and that lower number is the correct one. This one is server side, so it is already live everywhere.
▸ Contracts stop commandeering your biggest freighter.
Accepting a hauling contract committed the largest cargo ship you owned, which was sensible while the biggest was a Large Cargo but not once the Massive Cargo arrived: a small haul could tie up a 400,000 capacity freighter for the whole contract. Contracts now skip a ship far larger than the job needs and take a right sized one instead. If an oversized freighter is the only one you own it is still used, so nothing you could accept before becomes unacceptable. This one is server side, so it is already live everywhere.
▸ Three ships you own can be sent from your phone again.
The Battlecruiser, Pathfinder and Reaper were missing from the dispatch list in the mobile app, so if you owned one there was no way to send it anywhere from your phone even though the web client offered it. All three are back, along with the Crawler and Miner in the shipyard roster. On web this always worked, and on mobile with the next app update.
▸ The Aegis Array does not run on energy, and every screen says so now.
The build card was corrected a while back, but your Advisor and the in-game guide were still telling you to budget energy for it, so a player who asked either of them got the old answer and planned around a cost that does not exist. No building on a planet draws energy at all; only the three mines do. All three surfaces agree now. The Advisor is server side and already live. The in-game guide is on web now, and on mobile with the next app update.
▸ You can read a ship's details on your phone before you can build it.
On mobile, tapping a hull you had not unlocked yet showed you the lock and nothing else, hiding the stats and the dock space it needs. That is exactly when you want them, because it is the moment you are deciding whether the hull is worth working towards. The details now open whether or not the ship is unlocked, and the lock still tells you what you are missing. Web already worked this way, and this lands on mobile with the next app update.
▸ Panel headers stop cutting the count off.
A panel whose header carries a number used to lose the number first when the column got tight: the espionage inbox read "32 REPOR." instead of "32 REPORTS", which is exactly backwards, because the count is the part you were looking at. The count now stays whole and the longer title shortens instead. Same fix on the activity log and three alliance panels, which had the same shape waiting to happen. On web now. Let Steam update the Playtest install to pick this up.
▸ You choose how many of each ship to send from your phone.
Dispatching from the mobile app sent every ship of every eligible type you owned, with no way to hold any back. Once a hull is in the list, it now has its own quantity control, the same one you use everywhere else, so you send exactly what you mean to. Press MAX on every row and it sends everything, exactly as before. On mobile with the next app update; web already worked this way.
▸ The dispatch list stops offering a ship that cannot fly.
The Solar Satellite appeared in the mobile dispatch list even though it can never leave the planet, so picking it could only ever waste your time. It stops being offered on mobile with the next app update. The web client never listed it.
▸ The jump gate MAX spends the planet's metal, not the moon's.
A jump is paid for out of the parent planet's stores, but the MAX button on the moon's jump gate was filling from the moon's own metal. On a moon with little metal of its own that meant MAX offered far less than you could actually spend, and on a moon holding more than its planet it offered more than the jump could pay for. MAX now reads the planet, which is what the jump actually debits. On web now, and on mobile with the next app update.
▸ The cruiser MAX counts the ships the planet actually has.
Same fix, same panel: the cruiser stepper's MAX now counts the Cruisers on the parent planet rather than guessing, and the same goes for every other ship the panel lists. On web now, and on mobile with the next app update.
▸ A dispatch that can never be funded now says so, instead of looking like bad timing.
A planet's deuterium stops accumulating once its tank is full, so a one-way trip that costs more fuel than the tank can hold could never be paid for no matter how long you waited. The refusal used to read like "not enough yet", which invited you to wait for something that was never coming. It now says plainly that this planet cannot fund the trip, and that a delivery from elsewhere can push you past the tank's limit. Nothing about which trips are allowed has changed. On web now, and on mobile with the next app update.
▸ The advisor answers about three times faster.
Asking the advisor used to mean a wait of around fourteen seconds before its checklist appeared. It now runs on a faster model and typically answers in about four, with fewer empty replies. On web now, and on mobile with the next app update; nothing about what it recommends has changed.
▸ A full moon can still raise its Lunar Base.
Each Lunar Base level now adds three building fields instead of the one it used to add and then spend on itself, and the Lunar Base is the one moon building you can always start even when every field is taken, so a moon at its cap has a way out. Two moons that were stuck at their cap have room again. This one is server side, so it is live everywhere; the moon card describes the new grant on web now, and on mobile with the next app update.
▸ The advisor gets a second try before it gives up.
When the first attempt hangs or fails, a second one runs on a different provider straight away, so a bad minute costs you about twenty seconds instead of a forty-five second wait that ends in an error. A question that fails twice is not charged. This one is server side, so it is live everywhere with nothing to update.
▸ Escape closes the dialog you are looking at.
When two dialogs open together, Escape now closes the top one rather than the one underneath it. On web now, and on mobile with the next app update.
▸ The inbox is dim behind the panel again.
The inbox overlay lost its darker tint in a recent change and has it back, so the panel stands out from the screen behind it. Web only; the phone app never had the overlay.
▸ Expedition stories say hold again.
The expedition comms are allowed one more everyday word, which was the single most common reason a checkpoint fell back to its bare factual line instead of a bit of flavour. Live everywhere.
▸ You can read which moon a jump is going to.
The dropdown that picks the destination moon had collapsed to a bare arrow, so the moon's name was hidden. It is full width again. On web now.
▸ Clicking one of your planets in the Sector Atlas no longer locks up the game.
Selecting one of your own planets in the 3D Sector Atlas could start a loop that kept re-selecting it and resetting the camera dozens of times a second, until the game stopped responding. That matches reports of the Steam client hanging the moment you click a planet, and it is the likely cause. A click now selects the planet once. On web now. Let Steam update the Playtest install to pick this up.
▸ NPC planets stop throwing away most of their turns.
One of the services NPC planets use to plan their moves was failing about two requests in three, and every failure was a turn that planet simply lost. It has been taken out of rotation, so NPCs now act on far more of their decisions. Separately, NPC moons kept trying to buy upgrades they could never pay for, because the check read the planet's stores while the bill came out of the moon's. They no longer try. This one is server side, so it is already live everywhere.
✨ NEW
▸ The Jump Gate sends whatever you have.
The Jump Gate panel on a moon used to offer a Cruisers box and a Metal box and nothing else, even though the gate itself never minded what went through. It now lists every ship the planet holds, each with its own counter and a MAX, plus metal, crystal and deuterium. Cargo on its own can jump too. On web now, and on mobile with the next app update.
▸ Big trades now fly on Massive Cargo.
A Galactic Trading order that moves more than a Massive Cargo can hold in one trip now sends Massive Cargo instead of a wall of Large Cargo, as many as the load needs and no more. If you do not own enough Massive Cargo yet, the order falls back to Large Cargo, then Small, so nothing that worked before stops working. Smaller trades pick the same hulls they always did, and the hub stay is unchanged whichever hull goes. Server side, so it is live everywhere with nothing to update.
▸ The next building level says when it buys you nothing.
Some buildings stop improving anything past a certain level while still charging full price for the next one, and nothing on the screen told you. Build and research now carry a short note naming the last level that still does something. Research has a hard ceiling so the note names the exact dead range; buildings have no ceiling, so it says instead that every level past that point costs full price and changes nothing. On web now, and on mobile with the next app update.
▸ A very large battle simulation answers instead of giving up.
Feeding the simulator two enormous fleets used to hit an internal time limit and return nothing at all. It now retries with fewer samples rather than abandoning the run, so you get a result. Be aware it is a rougher result: fewer samples means a wider spread, so treat a huge simulation as a sketch rather than a precise forecast.
▸ Cargo ships get their own dock space.
Small, Large and Massive Cargo no longer compete with your warships for Space Dock berths. They now dock in a separate cargo pool five times the size of your dock, while warships and Recyclers keep using the dock itself. If either pool runs over, the same over-capacity penalty applies as before, based on whichever pool is further over; the two never add together. What each ship costs in berths has not changed. The new rule is server side and already applies everywhere; the cargo meter that shows it is on web now, and on mobile with the next app update. Let Steam update the Playtest install to pick this up.
⚖️ BALANCE
▸ Heavy Metal is priced on what it is worth, not on what it weighs.
Heavy Metal was valued on the trading floor by the hold space one unit takes, which set its price far below what it unlocks. You could buy enough of it on the market to gate thousands of Deathstars without ever owning a moon. Its trade value now stands on its own, so a moon is once again how you get Heavy Metal in quantity. The space a unit takes in your hold has not changed. This one is server side, so it is already live everywhere.
▸ The Battlecruiser no longer unlocks after the ship that beats it.
The Battlecruiser needed a higher Shipyard and a higher drive than the Battleship while costing under half as much, so by the time you could build one you could already build the thing that outguns it. Its Shipyard requirement drops from 8 to 7 and its Hyperspace Drive from 5 to 4, which puts it level with the Battleship on both. Laser 12 stays, because it is the only thing in the game asking for Laser above 8 and dropping it would strip the value from levels people have already bought. Rapid fire is unchanged. The server already accepts the lower requirement, so it is live now. The shipyard screen reads it from the app itself, so on web you see the new numbers today, and on mobile with the next app update.
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