Game Version

The patch versions are mostly rolling releases on 1#Era and the date is the release date for all other servers.


General:
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
Fixes:
  • Fixed wrong ranking comparison
  • Fixed Gemini timeout
  • Fixed bug that subserver does not change language according to account locale

General:
  • New game logo added
  • Optimized DB queries and caching further by 10-15ms average
  • Optimized ranking calculation
  • 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
  • All Higher Science bonuses are now implemented and capped at 25% except Matter Amplifier
  • Added a minimal sticky mobile top and bottom menu
  • Excursions now give dynamic loot (fleet size and flight duration + random)
  • Removed now useless change password section on game subservers.
  • Extended alliance system to set member ranks
Changes:
  • 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
Fixes:
  • 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.

General:
  • Some additional code preparations for PHP 8.4
  • AI/Bots can now logically pull fleet together
  • Improved galaxy installer populate/generation by factor 40x
  • Improved general handler performance
  • Implemented government tier 3
  • Unlocked Neural Networks research
Changes:
  • Optimized multiple DB queries
  • AI/Bots can now do basic attacks and by prescan evaluation
  • AI/Bots now also internally evaluate a tradeoff value, so they won't attack a player relentless
  • Energy Density research time doubled
Fixes:
  • 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

General:
  • Translation progress almost 90% for German UI language
  • With translation upcoming, mainpage news are also automatically translated now
  • 50% of the ship images re-rendered (up to tier 3)
  • Game now returns compressed HTML to reduce default calls by another 10-30%
  • Finally added custom error pages
  • System and fleet messages have been updated
  • 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
  • AI/Bots powerplay thereshold doubled
  • AI/Bots now start to save an internal aggression list
  • Combat statistics will be logged from now on and displayed under command
Changes:
  • 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
Fixes:
  • 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

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
  • Action buttons removed from ranking and moved to commander/player profile
  • Added Delete All function to records
  • Units can now be renamed in their unit info for 100G
  • Added experimental translations for FR, ES, VI
  • Assembly now fully translate ready and perks/tiers show descriptions
  • Updated blackword list for unit naming
Changes:
  • 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
Fixes:
  • 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

General:
  • 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
Changes:
  • Scrapyard has been moved to shipyard instead of fleet
  • Added placeholder for upcoming retrofit mechanics
  • 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
  • Shipyard layout overhaul
Fixes:
  • 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

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.
Fixes:
  • 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.

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
Fixes:
  • 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

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
Fixes:
  • 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

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
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

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
  • 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
  • Assembly logic and definitions
Changes:
  • None
Fixes:
  • None