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Version 1.4.4: Difference between revisions

From Per Regna
Publish 1.4.4.wikitext → Version 1.4.4
Local CI auto-sync from 1.4.4.wikitext
 
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A lifecycle-cleanup patch: '''uncollected Ultra Dense / Hyper Dense asteroids''' and '''idle unscouted pirate strongholds''' despawn so quiet regions do not keep permanent jackpots or ancient fleets.
An '''iOS stability hotfix''' — no gameplay balance changes. Lifecycle cleanup (asteroid jackpot despawn and pirate unscouted despawn) ships in [[Version 1.4.5]].
 
See [[Asteroid Harvesting]] and [[Pirates]]. Or open '''Settings → Quick Guides''' in-game.
 
== Balance ==
 
=== Asteroid jackpot despawn ===
 
* Untouched '''Ultra Dense''' / '''Hyper Dense''' fields disappear after roughly '''3 days''' with no further growth (idle ore regen has stopped bumping them).
* While a field is still growing, it stays; the timer effectively starts once it hits its size cap and sits uncollected.
* After despawn, the slot follows the normal '''12–24 hour''' empty cooldown before a new field can appear.
* '''Example:''' A field promotes to Ultra Dense and finishes growing on Monday; if no Orbital Refineries arrive by Thursday, it despawns and the cycle restarts.
 
=== Pirate unscouted despawn ===
 
* Pirate strongholds that are '''unscouted''' (and unattacked) for about '''7 days''' despawn and re-enter the normal respawn cooldown, then re-roll fresh fleet strength and resources.
* The timer starts at spawn if nobody has scouted this presence yet; a scout or attack resets it. Inbound fleets block the despawn.
* '''Example:''' A Realm 2 stronghold spawns Monday with no probes; by the following Monday it vanishes and later returns as a fresh roll.

Latest revision as of 10:40, 22 September 2026

An iOS stability hotfix — no gameplay balance changes. Lifecycle cleanup (asteroid jackpot despawn and pirate unscouted despawn) ships in Version 1.4.5.