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
Fixes:
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
General:
Beta 1, first longterm run start
Beta 1 will have 20% less resource production & 20% higher combat unit costs (fleet + def)
Galaxy request response time reduced by 5-10%
[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:
[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)
Fixes:
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
[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
Reduced the initial requirements so newcomers can get transporters faster
Changes:
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
Fixes:
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
General:
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
Fixes:
Yep: Zero
General:
Game going into a development hiatus
Changes:
Interstellar Distance: Decreased by 16%
Planet Survey: Reduced from 30 to 15 minutes per scan
Fixes:
Small callback time display fixed
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%
Fixes:
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
General:
Ranking points updated with subcategories
Changes:
Mining efficency is now 0,5% instead of 1%
Fixes:
Resource building now calculates planet field usage correctly
Missing infrastructure points added
General:
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 between 8-12% per round, and physical weapons deal 0.8x damage before shield penetration.
Resource and Infrastructure Timers: Both now come with timers and offer a cancellation option at 75% of the initial cost.
Shipyard Queues: Currently, these cannot be canceled. Once the cancelation feature is implemented, queues not under attack will be refundable at 75% of the cost.
Attack Loot Enabled: Loot system is activated, with resource bunkers preventing loot theft.
Ship Mass and Fuel Consumption: These formulas have been added. Mass will soon be a determining factor in combat script reworks.
Energy Consumption Overhaul: The energy consumption systems have been extensively revised.
Fleet Mode - Collect Now Available: The collection feature has been activated in fleet mode
Message Deletion: All messages can now be deleted by users
Planet Scan: Users can now scan planets for size and bonus resource
Spying and Scanning Costs: These actions now require currency to perform.
Scan Display Update: Scans now show fleet sizes in grouped categories, without detailed numbers
Anonymous Combat Reports: Users can now share combat reports anonymously
Changes:
None
Fixes:
None
General:
Fleet mechanics updated. Available: attack (loot disabled for alpha), station, transport
Spying available
Early combat script and message system introduction
Debris fields will be generated now (extractors for debris, asteroids will come during 0.0.02)
Power and storage management per planet (a bit buggy with fusion reactor)
Changes:
None
Fixes:
None
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
Changes:
None
Fixes:
Downgrading does not negate resources anymore
Cannot crash the DB by building a too high amount of ships anymore
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