VoidVerse
Patchnotes
0.2.26.14
General
- Government grows to eight tiers: tier 6 is now Sovereignty, tier 7 is the new Dominion, and the final tier 8 is Ascendance. Each offers four doctrines, and all of them now work
- Because tier 6 changed, its choices were reset: pick again, without a cooldown. If you run Singularity or Omniscience, you may also change tier 4 right away
- Category bonuses now start at 4 and 8 points, and they are stronger: civilian 8% and 20%, military 4% and 10%. Economy stays at 2% and 5%
Changes
- Singularity now lowers research cost by 3%, and Omniscience gives a 90% chance
- Arcanum Protocol and Resource Mapping now work as described
- Excursions pay half as many resources; V-EXP, Xenogen, Artifacts and relics stay the same
- The overview shows your bonus resource as one total; hover it to see base, lab and relic
- Resource icons in Trade Hub offers now show their colors
Bugfixes
- Fixed: a resource max button with no room left cleared the cargo you had already loaded
- Fixed: government names were not translated in some languages
0.2.26.13
General
- Alliance wars are back: a leader or officer declares war on another alliance with a reason, and it starts when the other side accepts or after 24 hours. Peace needs both sides. While at war, the members of both alliances can attack each other whatever their strength, raids take the loot share the declaring side picked on a slider (from the normal 50% up to 100% for an all-out war) without the repeat-raid reduction, enemy planets carry a flame in the Galaxy and the new Diplomacy page counts battles and losses on both sides
- Alliance pacts: a non-aggression pact stops all attacks between the members of two alliances, and an alliance pact also lets them station fleets at each other's planets and Dyson rings. Either side can cancel a pact with 24 hours' notice. Wars and pacts show on every public alliance page, and bot alliances accept peace and non-aggression pacts
- Weak-target protection: you cannot attack a player with less than 10% of your points, and they cannot attack you either. Players inactive for 14 days and the members of an alliance you are at war with stay attackable. In the Galaxy, a feather marks players too weak to attack and a dumbbell those too strong
- Fog of war: an incoming attack shows only its target, its arrival and an unknown attacker until a counterscan succeeds; then you see the attacker, the origin, the launch time and the exact ships. Spy reports show fleet and defense sizes in bands (1-10, 11-50, 51-200, 201-1000, 1000+) instead of exact counts
- Spying is noticed: the target sees an incoming spy probe in Fleet command and gets a message naming who scanned which planet. If the probes bother you, you can hide them in the settings
- Argus probes: Surveillance launches Argus probes again. One watches another player's planet for 6 hours and lists the fleets landing on it as well as those returning from it. It uses two of your spy slots while it watches and keeps them for 3 more hours while it recharges. The Surveillance page shows active and recharging probes
- Galaxy: the planets closest to your selected planet are marked with an arrow and a dashed outline. Hover a planet in the 3D view, or a card in the list below it, and lines to every other planet show how far they are: green is closest, then yellow, then orange, the rest grey
- Mines grow stronger with level: Aslit, Crlit and Iopla mines and the SEM extractor produce 3% more for every 10 levels
- A failed excursion still teaches your crew something: it brings home 1 to 3% of the Void Experience a success would have paid
- Combat reports tell more: hull and shield penetration, fleet mass, the loot share on every raid and the shields of both sides in every round. Shared report links are anonymous now, without names, coordinates or ranks, and the top 5 battles on a profile appear only 12 hours after the fight
- Spy reports show the target's economy, fleet and defense points and its last activity. Fleet dispatch shows the power of your fleet, how its flight time splits into solar and interstellar travel, and your Void Propulsion fuel saving. The Overview shows the Planet Resource Lab bonus next to the planet bonus
- The inbox shows 20 messages per page. Your profile can name your origin. Miners have orange names in rankings and the Galaxy, and your chosen title shows as a small tag before your name there. Offensive words are refused in player, planet and adjutant names and in war reasons
- Wiki: new and updated pages on alliance wars and pacts, spying, Argus probes and fog of war, player combat and protection, Irregularity, Void realm, fleet operations and more, in English and German
- The Irregularity is now measured per solar system. A counted battle raises the system of the attacked planet and the attacker's origin system. The Galaxy shows the Irregularity of the system you are looking at; the story transmissions, Void incursions and the strength of the Void follow the most disturbed system. Every system starts at 0%
- When a system reaches 100%, it opens its own Rift on one of its empty tiles. A Rift never heals: while its system stays at 50% or more it lets fleets through, below 50% it lets nothing pass until the system heats up again
- The Void realm is a dark mirror of the galaxy: every Rift leads into the twin of its own system, a fresh system created the moment the Rift opens. Twins are written with an R, for example 5-1-4:1-3-3 R, and twins that no Rift has opened yet show as sealed by the Void. Fleets fly between twins just like between galaxy systems
- At the heart of every twin, where the star should be, waits a hold: a star swallowed by the Void. Holds grow stronger the closer their twin lies to the centre of the galaxy, and the Crown waits in the twin of the galaxy's heart
- Fleets can now come back from the Void realm through a passable Rift, but only with empty holds: whatever the Void holds, it keeps
- The Void realm is harsher: its planets produce 40% less of every resource, and every Shield Emitter level pushes the Void back until production is full again at level 30. No sunlight reaches the realm, so Solar Farms and Energy Grids cannot be built there, and Buster Silos and Planetbusters do not work across the Rift
- Every system has at least one empty tile, and new game worlds have a little more empty space between their planets
- The start page shows the current version with a link to its patch notes
- LYRA reminds you once a day to work toward a colony: a free colony slot, the next Government Network level for another slot, or the research still missing on the way to it
- On touch screens, LYRA's speech bubbles can be swiped away to either side
- Argus probes get dearer with every recent launch: each one makes the next 50% more expensive, and the price falls back one step every 24 hours after your last launch. The surveillance page shows the current price, the next price, your launch counter and when the price drops
- LYRA likes her new names now instead of pouting, and some names get a reaction of their own: famous AIs from films, series and games (try JARVIS, HAL 9000 or GLaDOS), great scientists such as Einstein, Tesla or Curie, and Earth's old voice assistants, which make her angry. She has a new angry face for that: ò_ó
- Alliance chat: every alliance has its own channel at the top of the HyperCom, in the chat widget, the inbox and on its own page (the chat button in the alliance menu). Members see who wrote what and how many messages are new
- Every two to three days LYRA reminds you that you can invite friends, with a link to your invite link
- The Support page with your invite link is now also on the website, at /support, and the server list and the settings link to it
- The player settings are split into the tabs Profile, Display, LYRA and Account, with new cards, switches and fields
- LYRA tab in the settings: with LYRA Autonomy you choose which buildings she may build on the colonies she runs and which of your combat designs she may queue. Everything starts allowed, and a new design is allowed until you uncheck it
- The Ranking marks players on vacation, miners and banned players with a small icon beside the name, and a legend below the list explains the colors and icons
Changes
- Higher Science bonuses from the Biolab are capped at 25%, except the Matter Amplifier. A capped research shows "Capped" on the Biolab page
- Physical weapons deal 0.8 times their damage before shield penetration
- Miner mode raises building costs by 10% instead of 20%
- The old new-player protection (no attacks on players ten times stronger in the first 30 days) is replaced by the two-way weak-target protection
- Alliance logs list the attacks by your members as well as the attacks on them, and link to the enemy planet
- Surveillance needs two free spy slots; the satellite button in the Galaxy only shows when you have them
- A new alliance logo shows right away instead of the old one from the browser cache
- Galaxy cards: the green feather, the dumbbell and the war flame sit left of the owner's name, which stays at the right edge
- Every system message has a headline of its own, such as "Spy probe detected on Nemesis V", instead of "Untitled message", and the coordinates in system messages link to the Galaxy in every inbox
- Bots scan less: a bot probes the same planet at most once every 6 hours, never sends a second probe while one is still on its way, and scans each neighbour in its system at most once a day
- Galaxy: hovering a planet in the 3D view, or a card in the list below it, draws lines to every other planet: green for the closest, then yellow, then orange, the rest grey. The dashed outline on the closest planet card is gone
- Galaxy cards show the planet picture only on their right side, so it is no longer stretched across the whole card
- Hold and Void boss tooltips list every weakness and strength on its own row
- The jump through a Rift now takes as long as one step between neighbouring systems
- Alliance pages follow the shared style: approving an application is the main button, the member list marks bots and miners, the skill tree shows the real cost on each unlock button, and the war loot slider only appears when declaring war
- The production table of every mine explains its bonus: +3% output for every 10 levels
- LYRA builds no Solar Farms, Energy Grids or Fusion Reactors on a colony powered by your active Dyson ring in its system, and her mines no longer wait for power there
- Retiring a design cancels the orders LYRA queued for it, with the usual refund. Your own orders and existing ships of that design still block it
- If the newest design cannot be built on a colony, LYRA uses the next allowed one
- Ranking: ordinary players show in a light blue and the miner orange is softer
- The storage allocation slider on the production page is a single slim row
- Resonance Barrier no longer makes the Shield Emitter stronger: with a working emitter it adds 10% to the minimum and maximum shield regeneration, never above 50% per round
Bugfixes
- Fixed: a successful counterscan failed instead of reporting the attacker
- Fixed: uploading a broken image as alliance logo could end in an error page; it now shows a message
- Fixed: a bot could scan the same planet twice within a minute, when its raid check and its routine scan both fired in one turn
- Fixed: the buttons of the 3D Galaxy view showed through incoming transmissions and other windows
- Fixed: recalling a fleet on its way through a Rift brought it to the other side at once; it now turns back to the planet it started from
- Fixed: with every Rift closed, fleets flying home between the galaxy and the Void realm took a shortcut instead of the Rift route
- Fixed: saving an alliance's settings could lift a ban or bring back a disbanded alliance
- Fixed: the government doctrines Tactical Integration, Stacking Protocol and Resonance Barrier had no effect; they now work as described
- Fixed: LYRA could stall on colonies in the Void realm; without sunlight she now starts a Fusion Reactor and then a first SEM Factory for its fuel
- Fixed: the Ranking never showed inactive players as inactive
0.2.26.12
General
- Bots have a social agenda: every bot champions one government direction (Civilian, Economy or Military) and abhors another. It picks its own government by it, a new tier every time its research opens one, and judges yours by it: go its way and even a bot you never fought warms to you, go the other way and it turns cold, then hostile, and sees you as a target. Aggressive bots also see civilian and economy governments as soft prey and respect military ones, while peaceful bots fear the military ones. Their view follows your government day by day, and they tell you what they think of it when you write to them
- Bots put their Void currency to work: they queue Bioresearch when they have the Void Experience, Xenogen and Artifacts for it, craft relics once they know Archeotech, fuse spare relics when their collection fills up, and install the strongest ones on their colonies
- Galaxy: colonized planets show their own rendered planet behind their card, mirrored so it faces away from the actions on the right. The classic list shows a small round picture of the planet instead of the dot
- New About page: the story behind VoidVerse, the tech stack then and now, and the 15 alpha testers. The original About page is kept there in its own words
- The archive is back: 11 news posts and 33 patch notes of the 0.1 alpha, from July 2023 to March 2026, under their original dates
- Logging in and registering no longer ask a math question: your browser solves a small security puzzle in the background while you type. It is invisible, sets no cookie and sends nothing to anyone else
- Terraforming can fail: from level 3 on, a Terraform Control Center level that fails its roll is not built, the resources spent on it are lost and the planet is unstable for 6 to 12 hours. A planet never stays unstable for good anymore, and planets the old rule left permanently unstable are stable again
- Redesigned server list, account settings, achievements and bug report pages: two servers side by side with their rates, your account at a glance, achievement progress including what is still locked, and hints for a useful bug report
- LYRA has a lot more to say: dozens of new remarks in every language, from mocking your last raid and complaining about your snacks to gameplay tips in her own words and jokes about the sci-fi games she grew up with in the archives
- LYRA pouts now: she sulks when you rename her or ask her to talk less, and cheers up when you give her old name back or want to hear more from her
- LYRA reacts to big battles: now and then, when you open an unread combat report of a crushing victory, a painful defeat or a bloodbath, she has something to say about it
- Bot colonies show their own rendered planet in the Galaxy too, instead of a grey placeholder. Their pictures fill in over the next hours
- Ask LYRA knows a lot more: fleet missions and ship roles, how battles work, who you can attack, excursions, governments, spying, Void bosses, wormholes, Dyson rings and more. When your question touches one of these topics she reads up on it first, and the matching wiki page is linked under her answer
- Once you can research LYRA Autonomy, LYRA reminds you now and then, at most once a day, that she would love to run a colony for you
- Wiki: new pages on Intelligence, Rankings and Void Incursions, and up to date pages on LYRA, bots, debris fields, the Irregularity, relics and more, in English and German
Changes
- Galaxy: the Irregularity meter sits centered between the title and the system, fills with a calm animation and stays in place while you navigate. On phones it gets its own full-width row, and the slot counters shrink to icon and number
- Fleet command no longer shows the Irregularity meter; it stays on the Galaxy
- Patch notes list the newest release first
- After 5 failed logins on an account within 15 minutes, further attempts on it pause for a while
- The account achievements page also lists what you have not unlocked yet; hidden achievements stay secret and are only counted
- A failed terraforming shows in the planet log on the Overview, and the Overview shows how long the instability lasts
- Counterscans fly at spy probe speed: the probe meets the incoming fleet on its way and usually reports long before the attack lands, instead of arriving together with it
- A survey probe keeps its survey slot for 10 minutes after it returns
Bugfixes
- Fixed: login errors such as "Invalid credentials" were always shown in English
- Fixed: after renaming your adjutant, the research LYRA Autonomy showed her new name; it keeps its name now
- Fixed: the Void boss strike message in the inbox showed no loot. It now lists what your fleet carries home; the loot itself was always credited on return
- Fixed: the planetary defense queue did not show how many orders it holds, unlike the shipyard
- Fixed: surveillance could not be started. Another player's planet card in the Galaxy now has a satellite button for it, from Espionage 2 (200 G.E.L.D., two espionage slots, six hours)
- Fixed: Construction points only counted the buildings on your home planet. They now count all your planets, and the rankings catch up within a few hours
- Fixed: the Scrapyard said scrapping pays out a little G.E.L.D.; it charges a small G.E.L.D. fee, and now says so
- Fixed: the Omniscience government option only mentioned counterscans; it raises the base chance of spy probes and counterscans to 95%
0.2.26.11
General
- New Support page, linked next to Donate at the bottom of the game: your personal invite link to VoidVerse. Everyone who signs up through it and activates their account counts as your invite, and 3 and 10 invites unlock the titles Herald of the Void and Voidcaller on every world. They are purely cosmetic: VoidVerse will never be pay-to-win
- Achievements are sorted into All, Unlocked, Locked and Hidden tabs. Hidden achievements stay secret until you unlock them
- New Void ranking: damage dealt to the Void plus a bonus for every final blow on a boss. It is a ranking of its own and not part of your total points
- Bioresearch earns points of its own (spent Void Experience, Xenogen and Artifacts) and counts towards your total points
- Bots hold grudges, and let them go: every day a bot forgives a little. A player who destroyed a large part of its fleet is remembered much longer, while a fight the bot started itself is forgotten much sooner
Changes
- Ask LYRA answers 10 questions an hour (was 5)
- Bots post far fewer offers on the Trade Hub: only now and then, at most two a day each, and none while four bot offers are already open
- Bots play their economy better: they keep their construction busy while saving for a bigger goal, switch off their Government Center when they run short of energy, stop overbuilding the Government Center and Resource Bunker, and push Energy Research further once they have a colony
- Bots expand faster: they research Government Network in half the time, so expect them to found colonies sooner
- Bots keep larger fleets and raid when they are at least twice as strong as the target (was three times), taking cargo ships along for the loot
- Bots research weapons and armour beyond the first levels only once they have a real fleet or an aggressive nature
- Bots no longer probe the same neighbour over and over: at most once a day, and not again for twelve hours after ruling out a raid
- Achievement cards show their titles at full width with the unlock date below, and many achievements have better-fitting icons
Bugfixes
- Fixed: bots could get stuck trying to build things they had not researched yet, such as the Thermal Borehole or the Shield Emitter
- Fixed: a bot whose fusion reactor ran out of SEM could stay short of energy for days, with all its mines slowed down
- Fixed: bots could stop looking for an alliance for good
0.2.26.10
General
- Bots talk back: they answer your messages and write to you when you attack or raid them, at most once every four hours per player, so everything that happened meanwhile comes in one message. They stay in character, remember how you treated them, speak their own language (and yours, brokenly) and aggressive bots answer more aggressively. Their conversations have their own Bots section in the inbox, between Player and System
- Bots trade on the Trade Hub: they take offers that supply a resource they are short of at a fair rate and confirm their side themselves, and post their own offers at the world's fair rate when nothing fits
- Adjutant LYRA has a permanent place at the left edge of the screen and speaks in speech bubbles beside her; ordinary notifications stay on the right. On phones she sits at the start of the planet switcher row
- Ask LYRA: a chat with your adjutant. Ask anything about the game and she answers in your language from the guide, the FAQ and her playbooks for the economy, colonies and defense, and she looks at your empire while answering: energy deficits, production, idle construction or research, full storage, colony slots and incoming attacks. Five questions an hour; questions she cannot answer do not count
- New research LYRA Autonomy (requires Government Network 3, up to level 3): hand a colony to LYRA per level and she builds it up to the median of your other planets plus 5%, on the path you choose: economy, economy and infrastructure, or economy and combat with ships from your newest design. Pick the path with one click on the colony's Overview; with every slot taken she asks which colony to leave
- LYRA plans her mines by what pays off best: the production an upgrade adds, valued by how scarce the resource is in your world and how much it holds back the next upgrades, with extra weight on the planet's bonus resource
- Give your adjutant a name: Game settings → Adjutant name. Only you see it, and she answers to it in the chat
- LYRA gives tips for the page you are on: an idle construction yard, research queue or shipyard, a free colony slot or open Trade Hub offers
- New website: the start page, project page, lore and FAQ are redesigned, and every page and news article now has its own address in every language (for example voidverse.net/de)
- LYRA now also builds the Planet Resource Lab, the Thermal Borehole and the Energy Grid on her colonies once they are researched and pay off better than the next mine or Solar Farm
- News, patch notes and info pages are now translated by Claude (was DeepSeek and Gemini Flash before) for more natural wording in every language
- Void bosses now come in groups of three: next to the full boss and its lesser companion, a new Void fragment that only fleets with a low Void Resonance may fight, so small players get boss fights of their own
- New: Void Resonance, from 0 to 1,000, shows how loudly the Void hears you, from your fleet firepower against the world's strongest fleets and the bosses you have fought. The boss preview shows your score and whether a boss will answer you
- The Echo speaks: new transmissions and inbox messages whenever your Void Resonance changes stage, in fragments while you are quiet and in whole sentences once you are loud
- The story continues: Parts 4 to 8 revised and new Parts 9 to 12 beyond the Rift, up to the Void holds. The opening chapters are rewritten in a plainer voice
- Two new tactical modules: the Aegis draws three times the enemy fire and takes less damage, the Disruptor holds back the shield regeneration of what it hits
- Void boss fights: a battle forecast before you launch, and much more detailed combat reports with the damage chain, efficiency, the value of loot and losses, your standing on the boss and its outlook
- Eight new languages: Romanian, Greek, Simplified Chinese, Vietnamese, Thai, Indonesian, Serbian and Croatian. The language selection is now a button that opens every language at once
- New: the Fleet Simulator on spy reports. Pit your own ship designs against what the report scanned, change the enemy's amounts and combat tech to test what if, and see the battle like a combat report. One simulation a day per 3 levels of Photonic Computing, refilled at midnight server time
- Spy reports redesigned: the enemy's combat tech comes first with hidden values marked, the planet's stock shows as resource tiles and every scanned unit as a card with its picture
- Ask LYRA remembers your conversation and looks things up for you: what a building or research needs and costs, why it cannot be queued and the research path to it, your queues and your stock
- Every resource icon names itself in a tooltip, including Artifacts, Xenogen and Void Experience, and hovering a shortened cost such as 5,0b on a building card shows the exact amount
Changes
- Feint is seen coming like an attack: it appears among incoming attacks, marks the planet as under attack, triggers LYRA's warning, can be counter-scanned and is recalled during maintenance. Bots evacuate from it too
- Bot names have their own colour in the Galaxy, the rankings and the HyperCom
- Chats with unread messages are highlighted in the HyperCom list, for players and bots
- Bots grow faster: they focus on colonies early, keep a small ship to protect themselves and act twice as often during their active hours
- Trade Hub: both sides now have five minutes to confirm a deal (was three)
- Research and buildings at their maximum level show a disabled MAXED button
- Long timers show years, e.g. 1Y 70D 03:04:05, instead of hundreds of days
- Game pictures load in the size your screen needs, and the LYRA Autonomy research has its own artwork
- During maintenance the game shows the maintenance page instead of refusing logins, so you stay logged in
- French and Turkish translations rewritten throughout: natural wording instead of machine translation, with matching menu terms
- Russian and Ukrainian address players consistently with вы/ви; Dutch and Korean use the menu terms for the alliance skill tree and Dyson rings everywhere
- When a colony needs energy, LYRA compares the next Solar Farm level with the next Energy Grid level and builds whichever costs less per unit of energy
- Tactical modules now unlock every 3 levels of Tactical Modules research, all five by level 15: Surger 3, Bomber 6, Aegis 9, Charger 12, Disruptor 15. Ships you already designed keep their modules
- A fleet can combine at most 30 ship types; the fleet page counts them as you select
- Void fragments pay by their own size, and a whole group of three bosses can appear at once
- The start page shows how many ship designs the assembly allows, and the start page and beginner guide now describe the boss ranks and the Rift as they are
- Planet events pay far more late in the game: their Void currency rewards and costs grow much faster with the galaxy's progress, so a late Excavate pays tens of thousands of Artifacts instead of a few hundred
- The planet status on the Overview tells you until when a planet stays unstable, or that unrest from failed terraforming lasts until the Terraformer is below level 3
- When your research queue is full, buildings and research that only need research show a disabled Queue path button, and the requirements say the queue is full
- Bots expand: they save up for Government Network and send their first colony without a survey to an Aslit orbit, leaving the largest planets to players
- Bots join Void boss fights once a boss has been out for 36 hours, only when it is close by and their forecast shows almost no losses
- In English, menu items and game terms are written in Title Case, such as Fleet Movement and Void Experience
Bugfixes
- Fixed: resting the mouse on the logout icon could log you out, even with "Remember me"
- Fixed: entering a game server such as Vex did not keep you logged in for longer than one session
- Fixed: a login restored during maintenance deleted the "Remember me" cookie
- Fixed: the icons in the phone menu were missing
- Fixed: bots could get stuck trying to send fleets they could not fuel or load
- Fixed: voidverse.net without "www" showed a security warning instead of opening the site
- Fixed: info pages and news with an image-only block could not be opened
- Fixed: in French, "Alliance" appeared as "Tousiance"
- Fixed: in Italian, lesser Void bosses were called "Boss del Vuoto" instead of using the game's term "Void"
0.2.26.9
General
- Dyson Rings become stations: from the start of construction, a ring is one of its owner's planets, with 20 fields. It has no mines and produces nothing, not even the basic Aslit and Crlit every planet gets; it holds what you deliver with Transport or Station fleets. Only the Planetary Shipyard, Orbital Shipyard and Shield Emitter can be built there (everything else is shown greyed out), and ships and drones are built from the resources stored on the ring. A finished ring powers itself. It takes no colony slot and cannot be abandoned
- Dyson Rings can be attacked: use Attack Dyson Ring from the Galaxy or the ring's page. Your fleet first fights the ships, drones, Shield Emitter and allied fleets guarding the ring; if it wins, the survivors fire on the ring itself, shield first, then hull, and bombers deal double damage. Each alliance, or player without one, can take at most 20% of a ring's hull per 24 hours, so a ring falls over days, not in one night. The shield regenerates 5% per hour, and the owner can repair the hull from the ring's stock once it has not been attacked for 24 hours. A destroyed ring takes its buildings, stored resources, ships and drones with it, leaves 10% of its cost as a debris field, and frees the star for a new ring
- Dyson Rings are visible in the Galaxy: a turning ring around the star on the map, and the owner and state on the star card and in the list. Only the owner and their alliance see exact hull and shield; everyone else sees Intact, Damaged or Critical (thanks, Riven)
- Five new Biolab researches: Dread Dampening (less Void realm dread), Neural Uplink (more commander experience), Shard Resonance (a chance for an extra Voidgen shard), Void Salvage (more Artifacts and Xenogen from Void boss fights) and Excursion Instinct (fewer failed excursions)
- The Void advancement researches in the Biolab now take effect: Terran, Vaa'r and Qwant Evolution raise that race's commanders' base stats, Bio-Alloy reduces the damage Void bosses deal back, Psionic Protection reduces commander fatigue in the Void realm, and Cloning Vats bring back sooner a commander whose whole fleet was lost. Such a commander now falls and returns after 48 hours
- Commanders get portraits that match the origin of their name: 13 origins with 40 portraits each
- Adjutant LYRA has more to say: late-night remarks, a nudge after long sessions, holiday greetings, comments on the page you are on, congratulations on achievements, her opinions on 31 sci-fi films, series and anime, and a dozen local jokes in every language, dug out of old Earth archives
- The game rules have a new section on automation, bots and AI agents. Please read them under Rules
- Commanders now grow with every level: each level adds 5% of their base stats, so a level 50 commander has 3.45 times their base stats (before: at most 1.75 times)
- Commanders have a skeleton bonus, shown on their card next to their skeleton tier (for example T0 +4%). In Void boss fights, ships of the commander's skeleton tier get that much more weapons, hull and shield, so they deal more damage and lose fewer ships. It grows with the commander's level; existing commanders received theirs today
- The Void boss combat report shows the fight round by round (damage to shield and hull, the boss's remaining shield and hull, and its counterattack) and your losses per ship type
- Void bosses now appear in pairs: every full boss comes with a lesser companion at a random 30–60% of its strength, for fleets that can barely dent a full boss. It has less hull and shield and hits back less, and pays the same per point of damage from a smaller pool. The Galaxy and the combat report show its strength
- Dyson Rings can be scanned with spy probes like a planet, so you can see the ships and drones guarding one before you attack (thanks, Riven)
Changes
- Surprise strike: if the defender did not counter-scan an attacking fleet, it gets +20% reaction speed in round 1 and +10% in round 2. The combat report marks these rounds
- Repeated raids on the same player take less loot: the first successful raid opens a 24-hour window. Raids 1 to 3 in it may take up to 50% of each resource as before, every further raid 5 points less, down to nothing from the 13th. The combat report shows the raid number and share from the second raid on
- Rockets: Nullwave's EMP lasts 10 minutes instead of 30, after which the planet is immune to Nullwave for 12 hours. After a Tectonic hit, the planet is immune to Tectonic for 24 hours, and a player takes at most 2 Tectonic hits per 24 hours across all their planets. Rockets that hit an immunity or this limit are deflected. Defenders now see rockets heading for their planets in fleet control, and LYRA warns them. The rocket silo cards describe the current effects
- Biolab: each research card shows its current bonus as a badge on its artwork, instead of a separate list
- Fleet: the target list is now called Own destination and lists your planets and Dyson Rings separately, including your alliance's rings where you can station
- Galaxy: on phones, positions are listed one per row instead of three
- Excursion rewards no longer shrink when new Biolab research is added; they stay as they were
- Bots supply each of their colonies at most every 30 minutes, which keeps the server's database and backups small
- The Rift Navigation research has its own artwork
- Void bosses have 25% less hull, and the active boss was reduced to match. Each player can now deal up to 20% of a boss's hull instead of 10%
- Commander Academies unlock higher skeleton tiers far sooner: one academy at level 4 already allows T1, and around twenty academies at level 20 allow T5. Before, practically every recruit was T0
- Relic fusion: 2% chance for the next tier (was 1%), and combining two Common or two Uncommon relics has a 0.2% chance to jump two tiers (was 0.01%). The fusion help shows the chances in every language
- Nullwave: during the EMP, bunker protection now drops to at most 10% instead of switching off completely, so 10% of storage always stays protected
- Adjutant LYRA talks less: at most one random or idle remark every 30 minutes, shared across all your tabs, and she no longer repeats lines she used recently. Attack warnings, deliveries and other important news still come right away
- New game setting: choose how many minutes pass between LYRA's random and idle remarks, from 5 to 60 (default 30)
- LYRA's messages no longer vanish when you open another page: they stay for 20 seconds while the window is visible, and you can still close them right away
- LYRA now also warns about other planets running an energy deficit, and she is not always polite about it
- Void boss damage cap is now 20% of the boss's hull per 24 hours instead of per boss: each hit stops counting a day after it landed, so a strong player can defeat a boss alone in five days
- LYRA has 20 new idle jokes about the game, talks about films and anime more often (also when you are idle) and repeats herself less
- LYRA's long-session reminder now comes after 3 hours of actual play; half an hour away starts the count over
- Fixed: armed ships with a cargo or extractor module (Raiders) got freighter pictures; new designs now get combat ship art
- Faster, smoother pages
- Messages to other players are now chat: every message button opens the HyperCom
- Slimmer top menu on phones
- Void bosses adapt to the galaxy: if nobody finishes one, the next is smaller; a quick kill makes the next one tougher
- When a Void boss falls, everyone who fought it gets a kill bonus as large as the VXP, Xenogen and Artifacts they won from it; single hits give half as much Xenogen and Artifacts
- Vex: Void boss fights now raise the Irregularity too, and from 25% Void incursions break into strong players' home systems and raid the home colony if nobody breaks them within 48 hours
- Large numbers in messages are grouped, e.g. 4,543,069
- The Energy Grid now boosts only Solar Farms (+4% per level), no longer Thermal Boreholes and Fusion Reactors; its row in the energy table shows the energy it adds
Bugfixes
- On Vex, buildings, research and Biolab research only finished once the player logged in, because the background workers had not restarted after a server reboot. They now start automatically
- The server list showed the mining speed inverted (0.02x instead of 50x)
- The Production page showed the Linked Infrastructure bonus 100 times too high (40% instead of 0.40%); production always used the correct value (thanks, Riven)
- The Fellowship achievement now unlocks for alliances founded before 15 October (thanks, Riven)
- A Dyson Ring's galaxy card shows the debris collect icon like any other position (thanks, Riven)
- Fixed: some bots could stop acting
- Fleet messages to empty positions no longer show "%target%" (thanks, Riven)
- Excursion messages show VXP apart from the cargo, since it is credited on arrival (thanks, Riven)
- The Biolab queue shows the level each order reaches (thanks, Riven)
- LYRA no longer says a Dyson ring's star is out of power (thanks, Riven)
- Ship and drone orders start at 0, so the order preview is exact (thanks, Riven)
- Rockets fired, lost and destroyed are counted in the combat statistics (thanks, Riven)
- The server info shows the current galaxy size (thanks, Riven)
- Removed ships that an early fleet bug had duplicated
0.2.26.8
General
- The story continues in the game: short transmissions from Adjutant LYRA, the Light and the Echo arrive at milestones of your journey. Read them again under Reports → Transmissions, together with the story so far: the Beginning and Parts 1–3 are always there, and each later part unlocks with the first transmission of its chapter
- Void Bosses now strike back: every round a boss deals 0.5% of its maximum hull to your fleet, destroying whole ships, but never more than 30% of the fleet per fight. The combat report shows the counterattack, and the Command page counts the damage you have taken
- Void Boss strength now follows the world's leading fleets: a new boss has about 30 times the median firepower of the ten strongest fleets, so the 10% damage allowance takes several attacks. The current boss was raised to match
- Eight new achievements with new titles: Instant Transmission, Lost in Space, Don't Panic, Chevron Seven Locked, Do Not Go Gentle, Fear Is the Mind-Killer, The Angel Attacks and Ascent to Transcendence
- On Vex: the Irregularity rises with battles between players and fades in peace. At 100% the Rift opens into the Void realm, a permanent endgame of 27 systems held by Void holds and The Hollow Crown. The Rift colony ship (new research Rift Navigation) founds the first colony there; fleets may follow, but nothing returns. In the realm, your fleet's morale (from its commander) meets the dread of the Void
- On Vex: defeated Void holds can drop Voidgen shards, and The Hollow Crown pays shards to everyone who fought it. Once you have a colony in the Void realm, the Production page lets you spend shards on a planet booster: +5%, +10% or +20% for one resource (1, 3 or 6 shards) for 7 days, on top of the relic bonus
- Adjutant LYRA has found her voice. She panics when a hostile fleet heads your way, greets you after a day or more away, cheers incoming deliveries and new colonies, mourns lost ships and failed excursions, grumbles about energy shortages and full storage, and now and then shares a joke or a completely useless remark. Leave the controls alone for a few minutes and she starts reading old Earth records aloud. Her face shows her mood. She also reacts to what you do: new ship and drone designs, Mark upgrades, cancelled orders, scrapped ships, speed-ups, new commanders, relics, renamed or abandoned planets, government changes and milestones, a new alliance, rocket launches and named wormholes
Changes
- Bots settle their home system with three or four colonies, then spread to neighbouring systems
- Terraforming: the failure chance now starts at 12.5% and is capped at 90%
- Fleet movement and the Galaxy show the Irregularity where a world has one
- The server's background workers need far less processing power
- Translated patch notes read more naturally in every language
- Colony ships now need a Command Center at level 3 instead of 4
- The colonization page shows the required Planetary Shipyard and Command Center levels and how many of your planets are ready to launch. Each launch planet shows its current levels, and Colonize only unlocks once a ready planet is selected, or tells you when no colony slot is free
- New game setting "LYRA chatter": keep LYRA to important things only (attacks, deliveries, colonies, losses and shortages), or click "Not now, LYRA" to give her the day off. Attack warnings always come through
- Chargers now ramp up over the battle: 30%, 60%, 120%, 240% and 480% energy damage in rounds 1 to 5 (before: 125% to 500%). They overtake a normal ship from round 4 on and reward long, even fights
- Bombers now lose 30% engine speed instead of 25%. As reaction speed follows ship speed, they also fire a bit later
- Ship Assembly shows each design's reaction speed, which decides who fires first in every battle round. The Player Combat wiki page explains how it is calculated
- The Charger and Bomber tooltips and the Matter Compression research description now show their actual values (+5% cargo capacity and -0.25% ship mass per level)
Bugfixes
- Planet events are no longer offered on a planet that funds a Dyson Ring (thanks, Riven)
- Planet log icons are readable again
- Energy from Fusion Reactors no longer jumps up and down between page loads when the reactors burn more SEM than the planet produces (thanks, clickbait)
- A failed colonization launch now shows its warning instead of doing nothing
- Ship assembly tooltips name the required research in your language and close after you pick a part
- The colonization page uses the same building names as the Infrastructure page
0.2.26.7
General
- Wormholes: linked tunnels between two solar systems now open on void coordinates, one per 10 active players. Each has a technical name such as ERB-4821-KX, and both ends link to each other in the galaxy
- Tag a wormhole in the galaxy to use it as a fleet route. Whenever it is faster, fleet dispatch offers it next to the direct route. It costs the same SEM, and the fleet flies home on the direct route
- Every passage strains a wormhole by the fleet's mass. Below 20% instability it is stable; flutter takes 0–3% of a passing fleet, the shear 3–10% and near rupture 10–50%. At 50% it collapses within 3–6 days, and every wormhole also collapses on its own after 7–10 days. Fleets still in flight when it collapses are lost. Hover a wormhole's name for its state, load and capacity
- Excursion risk slider (0–50%): at 50% there is a 50% chance to lose up to 50% of the fleet, but finds are 2.5× as likely, rewards ×5 and relics ×2
- Strong excursion fleets can find rare and epic relics: 0.01% at 500,000 fleet power, 0.1% at 1,000,000, up to 1% (epic). Longer flights and rested coordinates raise the chance
- New “Forgot password?” link on the login page
Changes
- 3D galaxy: planets behind the star are drawn behind it, distant bodies look slightly smaller and dimmer, the selected planet's orbit layer is highlighted, and wormholes appear as slowly turning swirls
- Wormhole capacity grows with the fleets of the strongest players
- The beginner guide and the Espionage description now explain planet surveys: one survey probe slot every 2 Espionage levels, and a survey shows a free planet's fields and bonus resource before you colonize
- Excursion reports show the risk, the ships lost and the tier of a found relic
- Logging out on Vex, or opening its public pages, now leads back to www
- Faster loading: icons and fonts are much lighter. A first visit downloads about 80% less, Russian and Ukrainian players about 93% less, Korean players about 98% less and Japanese players about 55% less
- New, more consistent icon set. Resource, currency and spaceship icons keep their familiar shapes
- Galaxy: planets show an earth-blue icon and void coordinates a purple one
- Side menu: Surveillance shows a satellite and Assembly a drafting compass
Bugfixes
- Password reset links from emails now work
- Vex shows its online players, moving fleets and speeds on the server list again
- Fixed rare server errors while ranking points were updated
- The exploration icon in the alliance skill tree shows again
- The “contact lost” icon in combat reports shows again
0.2.26.6
General
- New beginner guide with Adjutant LYRA: 6 chapters and 24 steps from the first mines to the Void. Each finished chapter pays G.E.L.D., doubling from 100 to 3,200 (6,300 in total). Skipping pays half of the unfinished chapters, and finishing the guide unlocks the achievement “Graduation Day”
- Classic galaxy mode (Settings → Display, off by default): one compact row per position from 1-1-1 to 3-3-3 with coordinate, type, planet name, [tag] player and actions
- Redesigned overview with a free-standing animated planet and a stat grid showing system, coordinates, status, bonus resource with relic bonus, and the running event. The planetary log is back
- Choose your number format in the settings (1.234,5 or 1,234.5). It applies to every game page
- Added Ukrainian and Dutch, and completed every language. English, German and Italian texts were reviewed. Proper names (Void, Aslit, Crlit, Iopla, SEM, G.E.L.D., Xenogen, VXP, factions) stay the same in every language
- New public start page with features, servers and languages. The server selection lists each server’s real speeds
- Unread news shows in the browser tab title, with optional desktop notifications
Changes
- Weekly planet events pay off much more: seismic surge +120% bonus resource for 12 h, rich ore vein +60% mines for 12 h, solar flare +50% energy for 12 h, salvage of 8 h of Crlit, rescue of 2,000–5,000 G.E.L.D., and a 35% relic chance at dig sites. Artifacts, Xenogen and VXP scale with galaxy progress (1× to 15×)
- Planet events appear as a dialog box, and active effects get their own box. The running event shows as an “Event” row with a tooltip on the overview
- Unstable planets produce at 50%. The overview shows the time left, e.g. “Unstable (3h)”
- Void Boss loot is halved, and Artifacts and Xenogen are cut to an eighth (new bosses only). Boss fights now get a detailed combat report
- Crafting or combining a common or uncommon relic has a 0.01% chance to skip a tier
- Ship speed is now a world flight-time factor, like construction speed
- Trading Union deal requests arrive in the System inbox with an Open offer button. The Trade Hub is flagged in the menu while a deal waits for you
- Inbox and report counts are shown together, e.g. “(1/3)”
- Combat, Void Boss and excursion records show loot in one shared grid. Excursion cards also show VXP
- Build queues always show the running job (or “Inactive”) and every slot, so the page no longer jumps. The queue settings moved into the header
- Unified page headers on all menu and alliance pages, a redesigned settings page, and a pixel loading animation for game images
- Fleet command: full coordinates in the planet selector, origin and target side by side, and movement tooltips showing speed, capacity and cargo
- Production page: bonuses sit in a strip below the title, “Research Energy Density” is now “Energy Density”, and the research multiplier shows 8 decimals
- The galaxy view no longer preloads systems on hover, which lightens server load
Bugfixes
- Fixed occasional server errors (500) when several actions on the same player and planet ran at the same time
- Instability from planet events now shows everywhere (overview, galaxy, system view, spy reports)
- Planets nobody looked at for a while now pay the reduced rate only while instability, a production block or EMP actually lasted
- Planet event windows and effects no longer last an hour longer across the daylight saving time switch
- Game servers can no longer be entered before their start date
- Planets in the galaxy system view no longer show a second browser tooltip
- Counting numbers on the overview no longer show decimals
0.2.26.5
General
- Trade Hub offers now name what you give and what you want, and other players can take part of an offer at the same ratio
- Every offer has a discussion thread for settling the deal yourselves
- The Trading Union carries both sides of a deal for a 10% cut per side plus 1 G.E.L.D. per 10,000 resources, with fleets you can follow in Fleet command
- Offer ratios must stay between 0.67× and 1.5× of the world supply ratio, and the new Auto button fills in the fair amount
- Seeded debris fields are sized for the player they are placed for, with up to 3× more for smaller players
- Fresh debris fields are reserved for 6 hours for their player and anyone up to 150% of their size, and the galaxy view shows the reservation
- Combat and spy reports have a Scan again button next to the attack shortcut
- The planet list refreshes its activity icons every minute while the game tab is active
- New rare planet types (volcanic, toxic, exotic, jungle) and new surface effects
- Suggested planet names are more varied and mostly single words
- New colonies get a proper name instead of “Colony”
- Planets now have a special even once per week, triggered once randomly on planet visit - which includes a timewindow with reduced instability triggers for Terraforming ;)
- Wiki now has German autotranslated pages.
Changes
- Every bot builds a war fleet sized to its aggression
- Calmer bots raid less often and leave players they like alone
- Bots no longer launch attacks with very long flight times
- Aggressive bots may set up a temporary raid colony near a rival’s richest planets for a few days
- Bots keep expanding and give new colonies extra turns in their first hour
- 3D planets are generated about 45% faster, and the overview planet picture loads first
- Idle bots rest until their next job finishes, which lightens server load
- The old planet images are replaced by a neutral placeholder until a planet’s own image is ready
- Excursions (first 3 in 24h) now have a 3% chance to roll for a relic.
- Improved excursion informative UX.
- Fusion reactors now consume less SEM to increase viability in lategame.
- Shield Emitters now increase the defensive regeneration rate by 1% min-max. The old formula has been replaced.
- Regenerated 100 defense drone images.
Bugfixes
- Combat reports no longer lose their planet name and coordinate after a battle, including existing reports
- Planets that never received a generated image now get one
- Bots no longer get stuck with a single colony or on full planets
- Fleet command shows the “Chat with” and “Message to” labels instead of raw text
0.2.26.4
General
- Implemented batch "+" building/queuing for resources, infrastructure and research
- added a world supply resource ratio display under market
- reduced JavaScript library from 260kb to 99kb
- implemented Dyson Ring - it gives infinite energy to all planets inside that solar system
- regenerated most ship images
- upated missing labels due to the game development for: RU, TR, FR, ES, PL
Changes
- overhauled void boss information and changed the color on the galaxy view to purple
- colonizing now properly is being passed to the background worker instead of a live update check by the player
- updated all resource images
- increased SEM Factory base production from 18 to 20
- government tier 6 now has updated requirements
- improved asteroid/debris seeding
- asteroid/debris fields now have a 3% chance to also spawn SEM
- assembly now shows normalized building duration
- removed chance that spy probes can be lost completly
Bugfixes
- fixed that bots got stuck on colonizing
- fixed combat summary values on overview page
- fixed wrong image assign to ship skeletons
- planet resource lab is back online
- fixed assembly not respecting the AP anymore (TY Riven)
- fixed wrong construction times (TY Riven)
- fixed that retirement of a unit was possible while having active queues
- fixed omniscience not working for regular spy missions
0.2.26.3
General
- Overhauled the asteroid/debris field generation
- Planets now have a 3D planet and image generation seed
- Changed bots behaviour based on their internal aggression to also launch attacks now and then on other players
- Now redirecting non-www to www and enforcing SSL security
- Renabled the Wiki with autogenerated text from the game code
- Added Tier 6 Behemoth Skeletons
- Added Tier 5 Drone Chassis
- Added storage reassignment functionality
- Implemented Government bonus tiers for sticking to one category
Changes
- rebalanced the commander growth
- Void Bosses rewards now properly scale with the game
- PvP battles now have the 5% survival rule during a firing volley back in action from the previous VV version
- Combat Reports now are split between regular detail and full detail view
- Removed wrongly assigned skeleton AP costs
- Optimized combat reports greatly and reduced database size by 90%
Bugfixes
- fixed void boss combat fleets take 60 seconds to return
- fixed resource production on colonies not gaining the research bonus
- fixed that commanders were not shown even after unlocking Commander Academys
- fixed that energy downgrade triggers a mine performance reduction
- fixed research not showing enough multiplier decimals on lategame (TY Riven)
0.2.26.2
General
- extraction can now be auto-composed with available extractors
- added production/building activity to the planet sidepanel
- improved unread message display
- implemented 8x modes for fleet tactics, which can be used to encounter void bosses to do extra damage.
Changes
- combat script rollback to be closer to the previous version (massfactor + split damage + carryover)
- increased mark upgrade cost per CDP
Bugfixes
- fixed fleet duplicaton (TY Lola)
- fixed excursion loot formula (TY Lola)
- excursion reports are now properly formatted (TY Lola)
- extraction on same planet now allowed
- attacks now show proper debris (TY Lola)
- fixed missing sem consumption on fleet dispatch (TY Lola)
- fixed combat did not properly give debris
0.2.26.1
General
- Rewrite in Symfony 8.1 (PHP 8.5) & UX Turbo, removed Bootstrap 5.4
- Switched to PostgreSQL & Daemons (400% performance increase)
- Full UI overhaul for asynchronous transfers
- Mobile compatible layout
- Implemented Planet Rockets / Busters
- Implemented Ship Upgrades with Combat Data Points (CDP)
- Implemented Commanders & Void Bosses
- Implemented Research by Pre-Queueing
- Implemented Live Chat
- Implemented full Government System
- Implemented Archeotech & Relics (Bonus Resource Items)
- Implemented new Galaxy view
- Implemented Achievement System
- Implemented Alliance Skilltrees
- Implemented Newcomer Tutorial
Changes
- Main Planet can now be abandoned after having the first colony
- Bots now can found Alliances and systematically fight together
- Bots should now do proper fleet handling between their colonies
- Bots should now do proper fleet saving depending on their playstyle
- Queues now reserve resources
- Ship and drone queue can now be cancelled (% refund)
- Fleets can now be properly counterscanned
- Combat reports are now more detailed
- Surveys now show up in the Galaxy view if they match the planet
- Precision now bypasses 10% (5% before) of the shields and is properly calculated with the research.
- VoidVerse uses alot of numbers, so numbers are now properly formatted by display language.
Bugfixes
- Bots will not cheat on research anymore
- Fleet points will now properly refresh on fleet actions
- Discord login now also lasts 30 days
- Discord login no longer requires reconfirmation
- Robot Assembly properly reduces production times now
- Starting planets were wrongly set to 220 fields
- Fixed Relics not properly adding up on colonies
- Fixed server switching between colonies randomly on fast requests
0.1.26.1
General
- Introduction of 'Micro Meteorites', which are basically asteroid belts for low players
- Basic Commander generation implemented, but recruitment not available yet
Changes
- Tweaked excursion success rates
- Micro Meteorites will have 1/10 of the asteroid spawn size
- Matter Compression now requires Energy Research 10 and Photonic Computing 6
- Mines now get a additional 3% higher return per 10 levels on ACIS returns
- Commander Academies can now be build and accumulate Empire Academy Prestige
- Preparations for Relic Reconstruction implemented
- Reduced bot activity on fleet gathering and asteroid farming further
- Increased bot combat fleet production in late game stages
Bugfixes
- Tweaked Bot build queue for new colonies in late game, which got stuck at 12
- Fixed Matter Amplifier gave 0.25 instead of the planned 0.125
- Fixed Matter Amplifier and Deep Yield not being displayed in Table Overviews
- Fixed infrastructure downgrade not working
- Fixed regular Asteroid Belts not accessible due to the introduction of Micro Meteorites
0.1.26.0
General
- Slowly starting development for 2026. Some changes were introduced silently between October and December.
- All game instances have been rolled back to PHP 8.3, since a script bug increases the calculation by 10x on 8.4
Changes
- All research times increased by 50%
- All resource building production returns reduced by 20%, except Aslit
- Government Network research time increased by 50%
- Government Network cost increased by 50%
- Mining Efficiency bonus halved (0,50% to 0,25%)
- Subspace Drives SEM costs increased by 10%
- Terraform Control Center costs increased by 100%
- Thermal Borehole Aslit production increased by 20%
- Robot Assembly build time increased by 33%, SEM cost increased by 25%
- Maximum planet size reduced to 23.000km (pre 0.25.3)
- Updated images for matter compression and buster silo
- Bots now farm asteroids less frequently
Bugfixes
- Ship and drone names no longer show errors while having less than 24 letters. (TY Skinny)
0.1.25.24
Bugfixes
- Fix excursion doesn't show correct risk when returning.
- Fix resource building production table is now showing correct values. Also thermal borehole doesn't show planetary boni in the table.
0.1.25.23
General
- Due to private workload, a more slowed down development is expected
Changes
- Failed excursions now also give some V-EXP
- Tweaked V-EXP gains on Xenogen and Artifact finding
- Tweaked asteroid spawn. Increased spawn locations, reduced spawn size by 50-70%
- Changed description for Research Network, which may cause confusion on stacking. (TY judos)
- Changed attack return player name to enemy, instead of own name (TY judos)
0.1.25.22
General
- Added translations to error pages
- Introduced queue to infrastructure and research.
- Bioresearch: Deep Yield and Void Propulsion now active
- Added Wiki links to some pages at the bottom of each content window
- Miners should now be able to attack all inactive players
- Enabled queues for infrastructure and research!
- Implemented construction speed up with G.E.L.D. by unlocking Robot Engineering Lv8
Changes
- Reduced interstellar travel times from 0.9 multi to 0.8 multi
- Research can now be cancelled and canceled research will be returned with 75% to the origin planet
- Queues are now globally static 5 instead of 3 + 1 per 3 colonies.
- Deep Yield will not be displayed anywhere right now. The value will be added up on asteroid report.
- Removed non-active techs from overview for now to reduce confusion (Subrelay, Tactical etc.)
- Adjusted asteroid spawn again
- Base Energy Shield value increased from 180 to 196
- Fleet command now shows solar and interstellar flight times as a sub information
- Lowered threshold for a planet to be shown as good in bonus resource to 37+
- Excursion loot chances increased by 5% (Xenogen & Artifacts from 15% to 20%, Res from 10 to 15%)
- Excursion Xenogen to Artifacts find ratio changed from 25:75 to 30:70
- Cargo tier bonus doubled from 10% to 20%
- Increased asteroid spawn by 20%
- Increased size range of asteroid spawn by 25% (positive and negative)
- Reduced bot asteroid farming by 80%
- Fleetcommand now shows Void Propulsion bonus on fuel display (bottom)
- Limit display of records to 20 pages times 20 records
Bugfixes
- Fixed min speed for fleets being static 10.000, which can be lower now. (TY Maria)
- Fixed double V-XP message in excursion report (TY Madness)
- Fixed wrong deprecated multiplier in chassis bonus (1.5/3 instead of 2/4)
- Fixed wrong planetary drone speed calculation causing endless fleet loops (TY Maria)
- Fixed empty drone fleets crashing the defense overview
0.1.25.21
General
- Added basic Empire Overview (Res & Infra Lv on all planets)
- Added detailed combat loot and asteroid stats
Changes
- Bot boost scale now with the regular player score
- Rollback of previous distance formula. Inner flights will be faster now, depending on coordinate and interstellar will be longer
- Interstellar also scale will also get importance back with the rollback
- Planet Surveys now show the target coordinate with link
- Lowered bot threshold where they can build without 'sleep' phases
- Interstellar travel reduced by around 50% in time
- Bots can now build 0000 ships to protect themselves from early raids
- Bots can now build more versatile ships
- Bots do not count up aggression on miners by fleet scan anymore
- Reduced Bot scan ratio
- Energy weapons base damage increased from 84 to 92
- Tweaked bots internal move algorithm for fleet save
Bugfixes
- Fixed speeduni settings for asteroid fields
- Fixed registration not allowing numbers in nicknames (t3ddy, y33t etc)
- 0 armor cost fixed (TY GermanCoastguard)
- Fixed production energy dropdown not showing numbers on mobile
- Fixed taken loot did not count into bot aggression
- Fixed page 2 ranking displaying wrong ranking movements
- Fixed that survey was visible before the probe arrived on colonization menu (TY Maria)
0.1.25.20
General
- Starting 2nd beta on Tar
Changes
- Shield Emitter now implemented in combat script
- Fleetcommand should no longer limit cargo based on planetary resources on collect
- Fleet selection now shows target debris field volume
- Combat reports now show shield emitter pool per round
- Planetary Probe cost reduced from 50 to 25
Bugfixes
- Fixed crash on bot blueprinting with tactical mods
- Fixed ghost fleets being displayed in spy reports
- Fixed ghost fleet scan crashing on fleet point calculation
0.1.25.19
General
- Implemented T5 government bonuses
- Implemented 'Miner' Accounts
- Added small information on colony/planet bar
- Added loot percentage to combat reports
Changes
- Government T5 Stacking Protocol is now engine instead of subspace bonus
- Unstable planets (by terraform or emp) now produce 50% during that period
- Changed account colors: Bots are now purple, miners are green, regulars are light orange
- Mass bonus for battle smaller ships now limited to between 0.6 and 0.4 instead of everything below 0.6
- Miner malus added: +50% fuel consumption, 25% instead of 50% attack loot
Bugfixes
- Fixed new miner value being 0 on new accounts
- Fixed bots getting stuck on playstyle evaluation
- Fixed new T5 bonus on Resource Mapping not being added up
- Fixed new T5 stacking only being calculated on techtree not on ship values
- Fixed bots not attackable as a miner
0.1.25.18
Changes
- Minimum ship production time for C0-1 chassis is now 2s instead of 3s
- Ship selection to max now resets the number to 0 on double press
- Fleetcommand res max now also reset the number to 0 on double press
- Fleet selection and command now shows fleet power
- Reduced rate of bots grinding asteroid fields
- Normalized energy production overview on speed universes
- Government Network base costs increased SEM from 3600 to 4800
- Reduced rate bots harvest asteroid fields further
- Player profile now has the setting 'origin' in case anyone likes to show his country.
- Removed CoastGuard CSS, thanks for the contribution, Shafty!
- Fleet ships should now no longer jump between positions in the listing
Bugfixes
- Fixed wrong combat report outcome text again.
- Fixed combat report log not being displayed under certain conditions
- Fixed fuel consumption on local debris field collection. Now min 0.33x
- Fixed general formula for fuel consumption. Now up to 80% more consumption as intended
- Fixed bug that does allow to do fleet movement as a beginner without government (incl. colonize) - TY Feel
- Fixed link in asteroid collect message - TY SCORP
- Fixed ship amount number being wrong in combat round listing
- Fixed crashing combat reports on no defending fleet
0.1.25.17
General
- Added HSPE and mass to compact combat report
Changes
- Reduced bot scan action by 50%
- Government Network cost increased by 10%
- Mining Efficiency research reduced by 40%
- Matter compression cost reduced by 10%
- Adjusted bot attack fleet generation
- Tweaked and increased the asteroid field generation with log10
- Tweaked bot threshold for burst phase on server start and increased the pausing after that
- Increased bot script activity by 40% (overall)
Bugfixes
- Fixed player profile not showing top combat reports
- Fixed combat reports showing wrong battle outcome messages
- Fixed Energy Density being rounded and only counted every 2nd research (0.5 > 1)
- Fixed bots cloning fleets massively
- Fixed bots generating ghost fleets to attack
- Removed display of debris symbol on player planets while there are none
- Fixed wrong message on insufficient planet field build and clear queue
- Fixed max speed is always 10000 due to tweaked formula
- Fixed wrong mass display on public record
0.1.25.16
General
- Due to the lack of time, tactical modules are removed for now
Changes
- Mass bonus requirement increased from 3x to 5x to get 100% extra damage
- Transporters now gain an additional 10% cargo for each transport module level at TMod 2 and higher
- Extractors now gain an additional 10% cargo for each extractor module level at EMod 2 and higher
- Transporter & Extractor weakpoint reduced from 1.5x to 1.25x
- Improved Solar System naming
- Fleet now shows raid-class ships correctly instead of sorting them as civil ships
- New galaxy generation planet spawn reduced from 70% to 60%
- Bots now also prioritize the bonus res on the colony
- Bots now save fleets at correctly at lower speeds
- Bots now change their internal main planet more frequently
- Bots now create less blueprints during heavy research advancements
Bugfixes
- Fixed new combat report running into memory issues
- Fixed old accounts not being able to login without internal locale
- Fixed spy report crashing
- Fixed wrong combat report list message
- Fixed bots not colonizing anymore
- Fixed bots getting no robot and shipyard bonus on fleet build
- Fixed bots not deleting messages and flooding inbox
- Restored resource building limitation for bots
0.1.25.15
General
- New combat script implemented. Fleets now fire simultaneously, only seperated by ship speed instead of full fire per fleet
- Added information on colonization menu
Changes
- All research times increased by 50%
- All resource building production returns reduced by 20%, except Aslit
- Government Network research time increased by 50%
- Government Network cost time increased by 100%
- Terraform Control Center costs increased by 100%
- Vulnerability Protocols costs increased by 100%
- Planetary Shipyard initial build duration increased from 30s to 180s
- Science Network initial build duration decreased from 540s to 320s
- Photonic Computing initial build duration decreased from 1440s to 960s
- Thermal Borehole Aslit production increased by 20%
- Robot Assembly build time increased by 100%
- Maximum planet size reduced to 23.000km (pre 0.25.3)
- Government - Doctrine - Militarism nerfed from 2/2 to 1/1
Bugfixes
- Fixed abandon planet not working due to ghost fleet blocking
- Fixed incorrect player research data on combat report
- Fixed overly lage asteroid field spawn in lategame
- Fixed newcomer bonus not working on queued entries
- Fixed new botaccounts getting stuck on new mining ratio
0.1.25.14
General
- Added information on colonization menu
Changes
- Increased galaxy request allowance by 50% to 90 per minute.
0.1.25.13
Changes
- AI/Bots now collecting internal aggression points if the scanned player has too much combat fleet and is too close
- Reduced ranking comparison to 60 minutes instead of 30
Bugfixes
- Fixed wrong ranking comparison
- Fixed Gemini timeout
- Fixed bug that subserver does not change language according to account locale
- Fixed Government bonus missing on shields and hulls on T3 perk 4.
0.1.25.12
General
- New game logo added
- Implemented government tier 4
- Added Tactical Modules and Vulnerability Protocol research
- Implemented Biolab research. Artifacts, Xenogen and V-EXP count as 10 units per point instead of 1000pp
- Added a minimal sticky mobile top and bottom menu
- Excursions now give dynamic loot (fleet size and flight duration + random)
- Extended alliance system to set member ranks
Changes
- Optimized DB queries and caching further by 10-15ms average
- Optimized ranking calculation
- All Higher Science bonuses are now implemented and capped at 25% except Matter Amplifier
- Removed now useless change password section on game subservers.
- Research is now split into core and combat research
- Government labels are now fully translated. A tier will be added later at some point.
- Government system will now display show a tendency or faction orientation which will later unlock an additional bonus with sufficient perks selected.
- Government tier 4 reduced from 25/25/3 to 24/24/2
- Assembly Engineering level is now equal to the slots. No 1.5x divider anymore
- Assembly Engineering base costs raised from 5000/2500/1250 to 8000/4000/2000. Duration multi reduced from 1.75 to 1.7
- AI/Bots now do select government trees too based on play style
- AI/Bots should now scan a bit less aggressive on higher point pool
- Unit names are now up to 24 letters instead of 16
- Planet sidebar is now default and cannot be disabled anymore, because the layout is responsive by default
- Construction queue history now fully translated with fallback
Bugfixes
- Fixed that in case a bot researched GovNet 2x times in a row will trigger too many colonies in the same system
- Fixed wrong message on insufficient counter scan slots
- Fixed Science Network showing 7,5% in the description but true value is 5%.
- Fixed vacation mode was still set to 1 minute range instead of 7 days after reactivation
- Fixed wrong bio research bonus calculation
- Fixed some typos in translation labels
- Fixed non-confirmed vacation mode redirecting to vacation mode screen.
0.1.25.11
General
- Some additional code preparations for PHP 8.4
- AI/Bots can now logically pull fleet together
- Implemented government tier 3
- Unlocked Neural Networks research
- AI/Bots can now do basic attacks and by prescan evaluation
Changes
- Improved galaxy installer populate/generation by factor 40x
- Improved general handler performance
- Optimized multiple DB queries
- AI/Bots now also internally evaluate a tradeoff value, so they won't attack a player relentless
- Energy Density research time doubled
Bugfixes
- Fixed bots trigger useless internal reports
- Fixed bots renaming planets reversed on new colonization
- Fixed bots getting stuck in endgame with missing terraform
- Fixed counterscan triggering wrong process
- Fixed division by zero issue on queue with missing data
- Fixed ranking showing false inactive player statuses
- Fixed assembly now showing correct assembly message due to the translation progress
- Fixed bots trying to build internal ships, stronger than allowed
0.1.25.10
General
- Translation progress almost 90% for German UI language
- With translation upcoming, mainpage news are also automatically translated now
- Finally added custom error pages
- Added experimental translations for JP, TR, PT, PL RU - including alt fonts
- Added a landing page language switcher
- AI/Bots can now collect asteroid fields
- Combat statistics will be logged from now on and displayed under command
Changes
- 50% of the ship images re-rendered (up to tier 3)
- Game now returns compressed HTML to reduce default calls by another 10-30%
- System and fleet messages have been updated
- AI/Bots powerplay thereshold doubled
- AI/Bots now start to save an internal aggression list
- Updates moved to the footer, since the version page is publicly available
- Fleet selection now shows a total cargo calculation
- AI/Bots should prioritize colonies a bit more in mid-game state
- AI/Bots should now build more combat units, rather than civil
Bugfixes
- Bot icon will now show in galaxy and attacks correctly - TY Philhelm
- Fixed messages crashing on ai player check
- Fixed new survey template not showing fields
- Fixed new HTML compression making inline js unusable
- Fixed bots got stuck in research loop
- Fixed bot blueprinting not pulling the new labels, resulting in faulty names
- Fixed bots get stuck at 3 blueprints and do not create newer units
- Fixed non decimal display on unit information on fleet menu
0.1.25.9
General
- Switched to a main server login approach. All subservers are now bound by the www system
- Enabled all available titles in the testing phase
- Decided to use and implement the free-tier Gemini API for bot naming.
- Progressed German translation for: general labels, fleet commands, government (unlocked tiers), achievements
- Added Delete All function to records
- Units can now be renamed in their unit info for 100G
- Added experimental translations for FR, ES, VI
Changes
- Action buttons removed from ranking and moved to commander/player profile
- Assembly now fully translate ready and perks/tiers show descriptions
- Updated blackword list for unit naming
- Titles will now be displayed in ranking and galaxy view
- Fleet now also has the updated card layout as shipyard.
- Records and messages now show the correct unread numbers.
- AI/Bots will update their planet/ship names a bit more individually now.
- AI/Bots chance to check fleet during their cycles increased a bit.
- Abandon planet has been reduced to 3 days
Bugfixes
- Fixed Planetbuster menu crashing after building one.
- Planet resource building queue now shows correct labels - TY Feel
- Fixed colonization crashing if multiple reports existed - TY Kachelofen
- Mainaccount user language setting will now correctly be transferred to a new server
0.1.25.8
General
- Added placeholder for upcoming retrofit mechanics
- Shipyard layout overhaul
Changes
- Improved multiple query times
- Updated some wiki pages and added a small current state explanation to bots/AI
- Reduced polling to 10s instead of 5s, will switch to Symfony Mercure websockets soon
- Scrapyard has been moved to shipyard instead of fleet
- Planet side panel now displays resource bonuses on hover.
- AI accounts are now clearly highlighted in the rankings with yellow usernames.
- AI now features varied playstyles and distinct day cycle behaviors.
- AI can now create ship models and build all types of fleet ships.
- AI is no longer limited in endgame research, it can now perform unlimited research.
- Combat shield regeneration chance per round has been increased from 8-12% to 12-20%.
- Chassis skeleton bonus has been increased from 10/20% (hull/shield and physical/energy) to 15/30%.
- Energy shield strength has been increased by 20%, with SEM module costs rising by 20% and Iopla costs by 10%.
- Requirement for Government Network Photonic Computing has been reduced from 8 to 7.
- Emitter shields now scale with Energy Shields, filling only an initial pool rather than every firing round.
- Emitter shield formula is now: Energy production × Shield Emitter Level × 2.
- Message page limit has been increased from 10 to 20 per page.
- Combat script has been updated to show emitter and shield charge.
- Advanced German translation labels have been added, along with several naming fixes. (around 75% of the game)
- AI now starts protecting itself sooner in early game.
- Improved AI ship queue and blueprint creation as well as prioritizing.
- AI now colonizes systematically close unless it is a raid colony, instead of going full random
- AI can now scan players in point range
- AI can now save fleets if it in a online phase, without 'cheating' behaviour
- AI no longer tries to research unreachable tech
- Collecting resources with extractors on enemy planets now is correctly extract and not attack via galaxy
Bugfixes
- Probe engine settings no longer get overwritten by regular setting saves, thank you, SCORP!
- Fixed an issue with float-to-integer conversion on ship models that was causing error log overflows.
- AI no longer colonizes instantly.
- Ranking highlights now work correctly on white rows.
- Fixed an issue where the AI was not generating extractor ships.
- Rankings now correctly display inactive accounts (after 7 days).
- Resolved a combat script bug where ships were losing damage when facing large enemy fleet constellations.
- Fixed large galaxy icons
- Fixed wrong fleet calculation on AI accounts
- Fixed wrong server information on mouseover and replaced with popover
- Fixed critical error if a fleet is getting destroyed by attacking a fleet which can wipe the incoming one in round 1
0.1.25.7
General
- Added vacation mode 'light', which stalls resource production and can only be re-activated every 7 days.
Changes
- ETA on spy probes are now correctly orange.
- Colonization screen now shows fitting report if available (bonus resource, size).
- Fleet points now recalculated every 3 minutes instead of being triggered by user actions or scans.
- Fleet hovers now show engine settings and maximum cargo capacity on combat fleets.
- Resource Lab no longer displayed for builds on home planet.
- Reports have been refactored and paginated, and combat reports are no longer split between attack and defense.
- Messages have been refactored and paginated.
- Scrapyard fee now set to 10.000 instead of 25.000.
- Top 5 combat reports now displayed in user profile (12-hour delay after combat).
- Ranking template cleaned up and split calculation updated for previous rank on a 30-minute cycle.
- Bots reactivated on Vex.
- Bots now less active at night depending on bot type.
Bugfixes
- Fixed fleets not applying engine settings on attack command return, thank you, Feel!
- Fixed Argus probes not registering returning fleets with status 0 to home planet.
- JavaScript clock now runs in sync with game server rather than client, thank you, SCORP!
- JavaScript API call now checks multiple tabs to prevent too many requests error.
- Fixed Argus cooldown mistakenly using fleet lifetime as cooldown instead of a 3-hour cooldown on fleet overview.
- Fixed maximum speed on combat fleet return being set to 100 instead of the actual maximum speed.
- Fixed spy report deletion not working properly on refresh, thank you, Feel!
- Fixed new combat report listing triggering unread message notifications.
- Fixed incoming transport fleets not displaying a glow.
- Fixed 'delete all messages' action being called too late and triggering after page reload.
0.1.25.6
General
- Terraform Control center now has a chance to make the planet unstable starting Lv3. Lv*2 = failure chance. Capped at 90%.
- Overview now shows Planet Resource lab bonus next to the general planet bonus
- War declarations can now be accepted and war targets will be showed with a flame in the galaxy view
- War declarations now active and loot will be adjusted as the war agreement set
- Added GermanCoastguard's mobile css, which can be activated under settings
- Shield emitters are now active and add to the defending shield pool
- Planet Buster Silos are now active but do not enable rocket and planetbusters yet
- Added Argus Probe groundwork. One Argus probe launch cost 250G
- Argus Probes only show landing fleets in the 90 minute of the active probe window and trigger a 3h cooldown
- Argus Probes will -not- trigger any information at the targeted player
- Removed commander menu for now and replaced with surveillance, since pve bossfight are not implemented yet
- Bunkers are back to 4% and 2% per level. EMP mechanics will be released next week
- Spy scan reports now show shield emitter capacity as well as last activity
Changes
- Government Center return increased from 1.11 growth factor to 1.14
- Planet Resource Lab bonus now being displayed on overview
- Ship Scrapyard evaluation now shows a total and the modelcode
- Attacks now also hide attacking player information and launch time if counterscan is under 85%
- Weapon, Hull and Shields now start at level 2. Resulting in 2/6/10/14/18 and 3/9/11/15/19 etc. unlock
- Decluttered mobile colonzation menu
- T2 Government 'Combat Doctrine' increased to 400% (300% before)
- Ship assembly now suggest default ship names on initial load
- Fleet command menu now shows internal shorts in dropdown
Bugfixes
- Fixed critical bug that aslit costs were never displayed properly on some infrastructure buildings
- Fixed production table showing ceil numbers instead of floor
- Colonization should now show the correct planet target coordinate
- Colonization now checks the correct origin planet
- Fixed combat script still evaluate new R-type ships as civil ships
- Fixed production overview crashing if colony has 0 mines
- Fixed regular fleet activity not updating the target planet
- Added workaround to prevent polling endpoint being called on login
- Attack inactive players now should take the config value instead of static
- Fixed that last activity date in spy was actually taken from the current update stamp
- Fixed Argus Probe triggering re-evaluation of planet bonus
- Fixed Survey Probe can be manipulated to a colonized planet and re-evaluate a home planet
- Fixed counterscan not checking available probes
- Fixed wrong probe cost display vs internal calculation
- Fixed counterscan enemy threshold being hardcoded 90 instead of 85%
- Fixed asteroid fields triggering errors on planetupdates
- Fixed friendly transport fleets being hidden as uncountered fleets
- Fixed recall button being shown on non own fleets
0.1.25.5
General
- Added ship scrap menu (under fleet) for 75% of original resource + G.E.L.D. fees
- Added Planetbuster mechanics (still not active)
Changes
- The default ui now shows the alliance logo if you are in one
- Government Center now also shows a production table
Bugfixes
- Fixed production table not showing up if building not built yet
- Fixed drone assembly crashing while creating new drones with insufficient AP
- Fixed drone assembly not showing prototype numbers
0.1.25.4
General
- Added galaxy overview highlighting for closest planet (euclidean distance)
- Added war declarations groundwork (not functional yet)
- Added interstellar rocket groundwork (not functional yet)
- Market now shows latest 25 offers per default
- Market now allows G.E.L.D. transfers for trade payment alternative
Changes
- Internal short is now being displayed at the top dropdown
- Fusion power requirements reduced to 'Energy Research' Lv5 instead of Lv6
- Alliance settings are now controllable. Alliance join process still only available via instant join.
- Asteroid field size generation reduced to 33%
- Market requests are now carried over to the reload
- Fusion Reactor now turns off if your negative usage is under 1h worth of SEM instead of static 5000
- Enemy spy scans now show engine and subspace research
Bugfixes
- Fixed Government Center not being affected by negative SEM - TY SCORP
- Fixed bug which allows research before research lab Lv2 is being built
- Fixed typo in planet update log
- Fixed login and reset triggering too many tokens, so the user gets an 429 error
- Fixed autoqueue not resetting on insufficient resources.
- Fixed colonization showing wrong solar system on destination click
- Fixed internal Planet size generation for next server start - TY SCORP
- Fixed resource queue re-triggering the same building on F5 reload by redirecting - TY Lanor
- Fixed that Fusion Reactor auto turnoff resets powersettings for other buildings
- Fixed spy report not showing and calculating defense of enemy
0.1.25.3
General
- Beta 1, first longterm run start
- Beta 1 will have 20% less resource production & 20% higher combat unit costs (fleet + def)
- [DEFENSE] Added Defense Drone Systems and active combat system
- Added base for translation work. German will be the first translation step.
- Added newcomer bonus which will reduce resource, infrastructure and research by 50%, while being under 10% points of the top player (granted 14 days after game start)
- Added overview for current queues of the selected planet with timers
- Added resource build queue. It will automatically reset if resources are insufficient. Base slots are 3 + 1 for every 4th colony built
- Added tier 1 and 2 of government options
Changes
- Galaxy request response time reduced by 5-10%
- [UI] Switched to polling api requests for messages and incoming fleet and spy detection
- [UI] Reduced general line height on various elements to compact the layout
- [UI] Added some visual test transitions for future UI improvements, can be turned off in settings
- [UI] Required resources now always ceil to the next largest number (1.049.000 shows 1.1M)
- [UI] Added user mining efficiency value as info to the resource production tables
- [UI] Added weak and strong player icons on galaxy view (20% threshold)
- [UI] Incoming spy probes are now being displayed on fleetcontrol, allowing user to hide
- [UI] Added ranking changes display
- [SCIENCE] Interstellar Efficency has been renamed to Subspace Drives
- [SCIENCE] Physical Weapon now requires Crlit but less Iopla to research
- [SCIENCE] Energy Weapon now requires less Crlit but more Iopla to research
- [SCIENCE] Energy Shield now uses less Crlit but more Iopla to research
- [SCIENCE] Neural Networks no longer require Aslit for research
- [SCIENCE] Research now start with Lab Lv2 (3 before)
- [SCIENCE] Government Network now additionally requires Engine Engineering Lv2 and Skeleton Lv2
- [SCIENCE] Energy Density costs increased Iopla 300% and SEM incremental growth from 1.45 to 1.6
- [SCIENCE] Matter Compression reduced from 10% to 5% cargo bonus
- [PLANET] Planet generation algorithm changed and should be a bit smoother in distance to field/km ratio
- [PLANET] Planet bonus res increased from 4.90-18.90% to 19.90-42.50% on generation
- [RESOURCE] Thermal Borehole energy production reduced by 10%
- [RESOURCE] Thermal Borehole SEM requirements reduced by 20%
- [RESOURCE] Aslit Mine production increased by 6%
- [RESOURCE] SEM Factory costs reduced by 20%
- [RESOURCE] Fusion Reactor base consumption increased by 20%, energy output by 3%
- [INFRA] Terraform Control Center increased from 1.5x base to 1.7x
- [FLEET] Added T4 transporter and extractors, doubling capacity again
- [FLEET] Spy probes now have flight time depending on your engine settings under 'command'.
- [FLEET] Spy probes base speed raised from 400K to 600K. Engine modifier reduced from 40% to 30%
- [FLEET] Combat transporters are now allowed with a reduction to 1/4 cargo at full tMod cost. Codenamed with 'R'
- [FLEET] Added colony ship flight time and production costs
- [FLEET] Ship chassis now gives proper tier bonuses to weapons (CLv 4x), hull and shields (CLv 2x)
- [FLEET] Ship top speed is now being reduced by mass value. Check wiki for explanation
- [FLEET] Ship now get proper mass reduction by 'Matter Compression'. The fuel consumption will be untouched by this.
- [FLEET] Transport ship fuel consumption increased to 65% (was 50% before)
- [FLEET] Orbital Shipyard now also reduces C3-5 chassis type ships by 10% per level (15% before)
- [MISC] Added 30 new survey fail messages
- [MISC] Construction time is now minimum 3 seconds for all things (resource, infrastructure, research)
Bugfixes
- Fixed collect mode pulling the aslit threshold for crlit and getting negative numbers. TY SCORP
- Fleet callback and counterscan no longer show naked json response
- Alliance Logs now link to the correct solar system of the enemy. TY SCORP
- Fixed labs noch showing up for new players with no error message. TY Pikasky
- Fixed noobprotection not working (20%)
- Fixed resource bug onload if larger than storage
- Fixed shipyard queue flicker with previous query if it was busy with a entry
- Fixed combat system error trigger on instant fleet wipe in round 1
- Fixed combat report showing a wrong value as hull pool
- Fixed combat script doing negative damage with defense
- Fixed ghost fleets being sent back if destroyed by a defense
- Fixed boss running into integer overflow on lategame values
- Fixed that newcomer bonus not working on build queue
- Fixed wrong modelcode naming which was energy, physical, shield, hull before. now PEHS
- Fixed password update not working in user settings
- Fixed that only infrastructure could be downgraded on full planet fields and no resource buildings
- Fixed planetary field overbuilding
- Fixed alliance disbanding as a lead preventing forming a new alliance
- Fixed calculation error that the new Raid models got the transport ship mass reduction bonus
0.1.25.2
General
- Assembly back online
- [NEW] Assembly prototyping added
- [NEW] Added initial light automated accounts (Ter & Shredd)
- [NEW] Added missing total summary to planet production
- [NEW] Added function for spy and probe to display correct G.E.L.D. substract and available value
- [NEW] Added resource production table overview
- [NEW] Added new research: energy density, neural networks, subspace relay
- [NEW] Added counterscan mechanics to scan incoming fleets for details
- [NEW] Changed planet image algorithm and added colony background images
- [NEW] Bots for now can build resource, infrastructure and research
Changes
- Reduced the initial requirements so newcomers can get transporters faster
- Mobile menu cleanup
- Asteroid field spawn reactivated
- Boss spawn reactivated
- Reduced colony requirements Command Center down to Lv4 (5 before)
- Noob- and attackprotection on inactive accounts removed
- Bots can now build infrastructure and research
- Incresed Planet Resource Lab bonus to +2% (1% before)
- Survey Probe CD reduced to 10 minutes (15 before)
- Reduced the initial transport and extractor requirements to 2 and 3 (4 and 5 ship skeleton)
- Increased Ship Skeleton base cost scaling
- Fleet scans are grouped to smaller batches in low region
- Spy scans now show economy points
- Transporters and Extractors now take double damage while being processed. True damage is untouched
Bugfixes
- Fixed prototyping failure after t and e mods not being able to be selected
- Fixed user settings crashing, if asteroidThreshold has never been set before
- Fusion Reactor no longer ignores usage (negative) if planetary enery is negative
- Fixed recall bug, that fleet was instantly reset
- Fixed prototyping forbidden, when no assembly slots were available
- Fixed weapon and hull/shield assembly unlock formula which allowed C-levels too early
0.1.25.1
General
- From this version on, patch versions are mostly rolling releases on 1#Era, and the date is the release date for all other servers.
- Alpha 5 start (10x10x10)
- Upgrade to PHP 8.3 and Symfony 7.2
- Switched Apache to Nginx on liveserver
- Changed versioning to a live service quarter approach
Changes
- Too much rl stuff
Bugfixes
- Yep: Zero
0.1.0.3d
General
- Game going into a development hiatus
Changes
- Interstellar Distance: Decreased by 16%
- Planet Survey: Reduced from 30 to 15 minutes per scan
Bugfixes
- Small callback time display fixed
0.1.0.3c
General
- Planets: Can now be abandoned and will leave all structures lowered by 50% for another player if not downgraded
- Alliance Ranking: Rankings and points are now added to the handler
- Language: Basic language settings added, translations will slowly follow
- Ultra Wide Mode: Ultra wide mode with right panel for planet navigation added (settings), does scale with smaller resolutions
- Images: Added missing images for research
- Energy Density: Added new research for energy increase (will be activated in a few days)
Changes
- Interstellar Efficiency: Increased from 7.5% to 10%
- Galaxy Distance: Solar System Distance set back to 10000 (8000 before).
- Energy Research: Lowered duration by 10%
Bugfixes
- Fleet: Display over 24h movement fixed
- Fleet: Insufficient fuel bug fixed
- Shipyard: Building C3+ ships without a finished orbital shipyard is not possible anymore
- Planet Resource Lab: Fixed wrong (missing) energy scaling.
- Combat: Fixed bug that a high shipmodel will get destroyed, if the last ship was low.
- Combat: Fixed bug that defending fleets with 10 or less ships which do not get wiped in the first wave heal up endless (lol)
- Mining Efficiency: Fixed that current Level was always -1
- Colonization: Colonies no longer miss bonus resources on blind colonize (without scan)
- G.E.L.D.: Now updated correctly on energy change
- Resource Counters: Fixed desync after browser is being timed out as a backendprocess (energy save)
- Timers: Timers should start instantly now instead of having 1 sec delay
- Fleet Speed Bug: Bug fixed that the fastest ship speed was used as the fleet total speed
0.1.0.3b
General
- Ranking points updated with subcategories
Changes
- Mining efficency is now 0,5% instead of 1%
Bugfixes
- Resource building now calculates planet field usage correctly
- Missing infrastructure points added
0.1.0.3
General
- Third alpha (originally version 0.0.03): reset at 1 p.m. Berlin time (GMT+2), due to database issues
- 0.0.03 runs with 3x resource speed. Estimated runtime: 4 weeks
- Goal for 0.0.04: finalize the missing fleet commands, including threat/fake
- Goal for 0.0.04: attack scanning, to see the size of attacking fleets
- Goal for 0.0.04: add the new mass values to rapidfire
- Goal for 0.0.04: a full alliance system with administration, automatic combat reporting, trade, war, pacts and experience points
- Goal for 0.0.04: PvE content and commanders
Changes
- All timers added: every timer is now implemented and operational
- Combat script overhaul: the first major revision of the combat script is complete. Energy shields now regenerate 8 to 12% per round, and physical weapons deal 0.8x damage before shield penetration
- Resource and infrastructure timers: both now come with timers and can be cancelled for 75% of the initial cost
- Shipyard queues: these cannot be cancelled yet. Once cancelling is implemented, queues not under attack will be refunded at 75% of the cost
- Attack loot enabled: the loot system is active, and resource bunkers protect against loot theft
- Ship mass and fuel consumption: these formulas have been added. Mass will soon be a deciding factor in the combat script rework
- Energy consumption overhaul: the energy consumption systems have been extensively revised
- Fleet mode Collect: the collect mode is now available
- Message deletion: all messages can now be deleted
- Planet scan: scan planets for their size and bonus resources
- Spying and scanning costs: these actions now cost currency
- Scan display: scans show fleet sizes in grouped categories, without exact numbers
- Anonymous combat reports: combat reports can be shared anonymously
0.1.0.2
General
- Second alpha (originally version 0.0.02): reset on 15 September 2023 at 1 p.m. Berlin time (UTC+2)
- 0.0.02 runs with 5x resource speed and 75% shorter flight durations. Next reset to be announced, probably in 2 to 3 weeks. Please join our Discord for more information :)
- Goal for 0.0.03: message and combat report administration (delete)
- Goal for 0.0.03: finalize the missing fleet commands: extract, collect resources (from your planets), threat/fake
- Goal for 0.0.03: ship mass calculation, travel speed overhaul, rapidfire and combat script update
- Goal for 0.0.03: alliance system (administration, auto combat reporting, trade, war, pact, exp)
- Goal for 0.0.03: government system introduction and bonus
- Goal for 0.0.03: basic commander mechanics for PvE battles
Changes
- Fleet mechanics updated. Available: attack (loot disabled for the alpha), station, transport
- Spying available
- Early combat script and message system introduced
- Debris fields are generated now (extractors for debris and asteroids will come during 0.0.02)
- Power and storage management per planet (a bit buggy with the fusion reactor)
0.1.0.1c
General
- Remodel of the Assembly overview
- Ranking now shows home solar system of the player
- Added basic combat script
- Added basic scan functionality
- Added ability to join alliances
- Added basic message options
- Added requirement display on overlay
- Added global point calculation for own account
Bugfixes
- Downgrading does not negate resources anymore
- Cannot crash the DB by building a too high amount of ships anymore
0.1.0.1a
General
- Initial set on PHP 8.1 and Symfony 6 as well as simple
- Basic model definitions
- User registration and login
- Basic interface
- Galaxy generator
- Alliance creation and joining
- Resource, science and infrastructure building logic
- Assembly logic and definitions