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Version 1.3.4: Difference between revisions

From Per Regna
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* '''Legendary Expeditions''' research reworked: it now works together with the '''Orrery''' to unlock the deepest expeditions — depth 7 at research level 15, with one more depth every 5 levels after — with cost and research time increased to match.
* '''Legendary Expeditions''' research reworked: it now works together with the '''Orrery''' to unlock the deepest expeditions — depth 7 at research level 15, with one more depth every 5 levels after — with cost and research time increased to match.
* '''Tier-4 (Realm 4) research''' costs increased roughly '''10×''' across the economy, warlord, guardian, and pioneer trees to better pace late-game progression.
* '''Regional Market Control''' now grants a much larger market-tax reduction per level.
* '''Regional Market Control''' now grants a much larger market-tax reduction per level.
* Added a '''maximum resource-protection cap''' (combined protection against raids is now capped), plus small tuning to Vault storage growth and the new Archive scaling.
* Added a '''maximum resource-protection cap''' (combined protection against raids is now capped), plus small tuning to Vault storage growth and the new Archive scaling.

Latest revision as of 08:31, 8 July 2026

A depth-and-control release: throttle your mines with fine-grained production rates, theorycraft any fight in the new Combat Simulator, dial in system Harvest/Survey missions, chat live with your alliance, and dig into a new Research overview — plus territory/monument polish, clearer trade fees, and a late-game rebalance.

New to alliance play? See the full Alliances guide, or open Settings → Quick Guides in-game.

New Features

Production Rate — micro-manage your economy

  • Every resource mine now has a Production Rate control you can set from 0% to 100% in 10% steps.
  • Throttling a mine lowers its output and its energy consumption by the same factor, so you can temporarily free up energy for other buildings or ride out an energy deficit without demolishing anything.
  • Adjust it from the building details panel or right from the resource popup.

Combat Simulator

  • A new Combat Simulator lets you set up both sides of a battle — your fleet plus the enemy's fleet, defenses, and battle research — and simulate the outcome before you commit.
  • Prefill either side from one of your colonies or from a scout report, tweak the unit counts, and re-run to compare compositions.
  • Combat simulation is an Imperial Access feature.

Configurable System Harvest & Survey

  • Alliance System Harvest and System Survey missions now let you choose how many cycles to run — presets from 10 up to your researched maximum — right in the fleet setup, then send.
  • Harvest missions require Orbital Refineries, Survey missions require Science Vessels, and both are unlocked at Realm 4.

Alliance Chat

  • Alliances now have a live chat: real-time messages, "load older" history, unread badges, and tap-to-open a member's profile or a direct message.

Imperial Overview — Research tab & export

  • The Imperial Overview gains a Research tab listing every research with its category, level, and effects, plus totals, researched / in-progress counts, and a Hide not researched filter.
  • Research is now included in the CSV / XLS export, and the Resources tab can toggle between production rate and planet effect.

System monuments on the star

  • Alliance system-monument relics now appear as a centerpiece ringing the star of a conquered system, so your territory reads as sworn alliance dominion at a glance. Monument art and its skin variants were reworked to orbit the captured star.

Deploy a cosmetic to more systems

  • The alliance Archive can now be leveled past level 1. Each level lets the same system theme or monument be deployed to one more system at once, with a usage counter (Used X/Y) and a list of every system a cosmetic is currently on.

Share expedition reports

  • Expedition reports can now be shared in messages, alongside scout and battle reports, complete with an item summary.

Improvements

  • Trade fees, up front: the Accept Offer screen now shows the Market Fee (%), your Net Received, and an Ally Discount line when trading with an allied player — allied trades pay a reduced market fee.
  • Alliance cosmetics shop reworked: buying an alternative skin now costs Quantum Shards + one base relic from the alliance's donated stock, and the shop clearly flags when a base relic is needed.
  • Ally "moon tests": allied alliances still can't wage war on each other, but a member can now run a small moon attempt against an ally, as long as the incoming fleet stays under a tonnage cap (1b). Full-strength and FCS group attacks remain blocked between allies.
  • Fleet List now understands alliance system missions: the Exploration tab includes system surveys, the Civil tab includes system harvests, the counters follow suit, and the All tab hides other players' system station/threat fleets while still surfacing FCS missions.
  • Ship and defense build cancellation now warns that a 3% cancellation fee applies to an in-progress order (queued orders are still fully refunded).
  • The battle simulation screen was refreshed with sectioned, icon-labeled groups and clearer row striping.
  • Colony action buttons in the colony selector now scroll horizontally so they're no longer cut off.
  • New relics added, with more accurate galaxy / nebula tap detection.
  • Event cards now show a Daily reset timer for daily score caps, plus new building and animated-building art.

Balance

  • Legendary Expeditions research reworked: it now works together with the Orrery to unlock the deepest expeditions — depth 7 at research level 15, with one more depth every 5 levels after — with cost and research time increased to match.
  • Regional Market Control now grants a much larger market-tax reduction per level.
  • Added a maximum resource-protection cap (combined protection against raids is now capped), plus small tuning to Vault storage growth and the new Archive scaling.

Bug Fixes

  • Fixed the monument level shown in your inventory and collection to reflect your best owned copy — including monuments already deployed to a colony — while keeping upgrade costs based on the copy that would actually be upgraded.
  • Reworked alliance relic placement onto a dedicated attachments model, fixing edge cases around which cosmetic shows on a system and freeing the correct slot when swapping.
  • Improved database reliability with retry handling for transient errors (notably around the build/upgrade queue), reducing intermittent failures and slowdowns.
  • Additional attack and monument fixes and cleanup.

Announcement

  • Lifetime Imperial Access is being retired after July 31. If you already own it, nothing changes — it stays yours for life with every benefit. After that date, Imperial Access will be available only through timed packages, unlocked with Imperial Credits earned in-game or Quantum Shards from the Store.