Version 1.4.1
From Per Regna
More actions
Patch Notes β 1.4.1
A wording-and-polish patch on top of 1.4.0: the over-cap abandon flow is clearer and far more forgiving, PvP attack fleets now dock with a retaliation window, and yards carry more tonnage.
Planet slots follow Astrophysics in the Research tree. Hangar rules are in Resource Protection and capacity rules in Tonnage. Or open Settings β Quick Guides in-game.
New Features
PvP Retaliation Window
- Fleets returning from an attack on another player dock outside hangar protection for a short window, so a raid can be answered before the hull disappears into the hangar.
- Window length scales with the surviving hull tonnage that comes home: 2 hours minimum, up to 24 hours at realm-max fleet tonnage.
- Flagged ships are visible to scouts and can be attacked, and they do not consume hangar capacity. Sending a new fleet spends flagged ships first, so relaunching clears the window early.
- The window is shown in the Fleet Hangar panel (with per-ship counts and clearance timers), on the fleet return mail, and in scout reports of your colony.
- Attacks on pirate strongholds and Riftwake targets do not open a window. Attacks on alliance system centers do.
Hyper Dense asteroids
- A rare jackpot density above Ultra Dense joins the asteroid spawn table, with a far larger ore pool and its own map marker.
Improvements
Over-cap abandon flow
- While you are over your Astrophysics planet cap, any non-homeworld planet can be abandoned with full compensation. You no longer have to wait for a colony to become access-restricted on Day 7, and you are not limited to the specific colonies the system flagged as excess β pick whichever planet you want to give up. Compensation stops once you are back within the cap.
- Defense investment is now refunded 100% as resources, alongside the existing building refund, warehouse resources, hangar ships, and Building Nano Boost items.
- Abandoning a planet also grants 1 Colony Relocate boost (moons do not).
- Colony Settings explains the state you are actually in: an over-cap banner for eligible colonies, the restricted banner only for locked ones, and a preview that lists the defense refund and relocate boost before you confirm. The refund mail lists the same lines.
- Moons of flagged excess planets remain independently abandonable to the homeworld β order still does not matter.
Asteroid harvesting
- The harvest limit is now one fleet per asteroid
- Harvest cycles floor at 3 minutes for most classes (1 minute for Industrialist and Guardian), and research tick reduction caps at 30%.
- Only the first 2 million Orbital Refineries contribute mining speed (extras still add cargo). One-click harvest sizes fleets against that cap.
Quality of life
- Auto warp hop β one-click Harvest and Survey can take the nearest warp gate hop automatically, using the same rules as the fleet send screen. Toggle it under Settings β System missions (QoL required).
- Astrophysics next planet slot progress now shows for every commander from level 1, without waiting on the cap rollout flag.
- Riftwake Mandate fatigue wording is explicit: the penalty applies to Riftwake battle stats only (Siphon Spines / Wakeheart), not to regular combat.
- The Rapid Fire combat announcement now names the exact rollout window: Sunday 6 September, 05:00β06:00 UTC.
Balance
- Astrophysics planet slots round up β the limit is now 1 + ceil(level Γ· 3) instead of rounding down, matching the legacy rounding. Astrophysics 1β3 grants a second planet, 4β6 a third, and so on.
- Yard tonnage capacity raised β Shipyard base capacity 45M β 65M and Defense Yard 30M β 45M per level scale, lifting empire tonnage capacity for the same yard levels to keep it overall tonnage at same level after planets cap applied.
- Excess planets no longer add tonnage capacity β yards on over-cap colonies are skipped when your capacity is computed, while ships and defenses stationed there still count as used tonnage.
- Ahead of the Sunday combat update, late-game defenses are tuned down: Prism Tower attack 40k β 12k, shield 20k β 10k, hull 25k β 20k, and rapid fire vs Battlecruiser / Titan / Carrier cut to Γ3 / Γ2 / Γ3. Planetary Dome shield 40k β 25k, hull 150k β 100k. After hull change, it was unnecessarily OP and with this we now have 1:5 tonnage defense:attack power rate back.
- The rapid-fire ceiling used in combat resolution rises from 10 to 20, so mid-tier anti-swarm rapid fire is no longer clipped.
Bug Fixes
- Warp gate fleet hops refresh both the source and destination colony, so switching to the destination no longer shows a default planet with no building slots.
- Fixed a service initialization issue in the building / yard pipeline that could break build queues.
- Pirate and Riftwake system players are excluded from planet cap checks, excess snapshots, and colony abandon.
- Planet cap rollout clears cached tonnage totals for affected players, so capacity updates immediately when excess colonies drop out.