Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Version 1.3.5: Difference between revisions

From Per Regna
Created page with "A class-and-coordination release: your Core monument now defines a full '''player class''' with empire-wide tradeoffs, weekly events gain a '''Daily Race''', allies can trade in private and join each other's FCS rallies, and the scoreboard finally splits into Research / Fleet / Defense — plus deeper expedition rewards, stronger system yields, and a stricter vacation mode.<blockquote>New to classes? See the full Player Classes guide, or open '''Settings → Quick Guides..."
 
Line 34: Line 34:


* When opening a coordinated attack, you can '''Allow inter-alliance participation''' so allied alliances can see and join the rally.
* When opening a coordinated attack, you can '''Allow inter-alliance participation''' so allied alliances can see and join the rally.
* Inter-alliance strikes gain '''+20% boss loot''' and '''+10% debris'''.


=== Granular leaderboard ===
=== Granular leaderboard ===

Revision as of 03:03, 24 July 2026

A class-and-coordination release: your Core monument now defines a full player class with empire-wide tradeoffs, weekly events gain a Daily Race, allies can trade in private and join each other's FCS rallies, and the scoreboard finally splits into Research / Fleet / Defense — plus deeper expedition rewards, stronger system yields, and a stricter vacation mode.

New to classes? See the full Player Classes guide, or open Settings → Quick Guides in-game. Alliance play is covered in Alliances.

New Features

Player Classes

  • Deploying a Core monument on your capital now sets your primary class: Warlord, Guardian, Explorer, or Industrialist.
  • Each class applies empire-wide bonuses and penalties — fleet speed and attack, defenses, expedition success and loot, harvest and convoy speed, trade fees, and more. Your live numbers show on your profile under Class Effects.
  • Support monuments still add Sub Class tags and their own boosts; they do not change the Core class effect table.
  • Alliance system missions scale with class: Industrialist ~4× System Harvest, Explorer ~4× System Survey.
  • Industrialist Planetary Harvesters use a hybrid log+√ curve soft-capped near +250% (~20M harvesters), so late-game collector investment stays worthwhile.
  • Full effect tables, FCS rules, and monument pairings are in Player Classes.

Class effects on FCS

  • Coordinated attacks (including pirate bosses and system conquest) now respect class combat bonuses per participant's own ships.
  • Class hostile fleet speed is solo-attack only — joining as Industrialist or Guardian will not slow an FCS rally.
  • Mixed-class groups earn a loot synergy bonus: +5% / +7.5% / +10% for 2 / 3 / 4 distinct classes in the group.
  • After loot is split by contribution, personal FCS shares are Warlord ×1.2, Guardian / Explorer ×1.1, Industrialist ×1.0.
  • An Explorer in a pirate FCS fight raises the chance of special drops (tech/nano boosts, relic and monument pieces). Battle reports show class loot, coordination, and synergy lines.

Daily Race

  • Weekly events now include a Daily Race: today's score has its own rank, reset timer, and reward floor.
  • Top finishers of the day earn smaller bonus rewards (Champion / Runner-up / Contender tiers), separate from the weekly payout.
  • Event leaderboards can toggle between Weekly and Daily views; results also arrive by mail.

Ally Offers

  • Trade offers can be marked Ally Offer: visible only to your alliance and allied alliances (not the public market).
  • Ally offers allow up to the normal Trading Center resource batch limit — useful for large allied transfers.

Inter-alliance FCS

  • When opening a coordinated attack, you can Allow inter-alliance participation so allied alliances can see and join the rally.

Granular leaderboard

  • The player scoreboard can now be sorted by Total, Research, Fleet, or Defense — so specialists can climb their own ladder, not only overall score.

Improvements

  • Fleet Templates can be edited from Settings (same composition controls as the send screen, without launching a fleet).
  • Sensor scans can scroll to load farther systems instead of stopping at the first page of results.
  • Vacation Mode now pauses resource, ship, and defense production while active. Activation also requires ship/defense builds to finish, and is blocked while a hostile fleet is inbound.
  • Monument upgrade spare counting now matches the real upgrade target — including when that best copy is already deployed — so the inventory no longer claims an upgrade you can't afford.
  • Expedition depths 6–10 now have proper earning multipliers (continuing the climb past depth 5 instead of falling back), matching Legendary Expeditions + Orrery unlocks.
  • Event and trade UIs were refreshed for Daily Race sorting, ally-offer badges, and clearer accept-offer flows.

Balance

  • System Harvest yields were raised substantially: active cycle output is about higher per production unit, and passive per-system common/rare income about 3.5×.
  • Realm 4 catch-up: trailing Realm 4 commanders (by total score) receive stronger expedition nano-boost grants with a ship-biased category roll, so late-realm fleets can close the gap faster.

Bug Fixes

  • Fixed monument inventory spare / upgrade-eligibility mismatches when the best owned copy was deployed.
  • Various class-effect, FCS loot, and vacation production edge cases cleaned up alongside the features above.
  • Production side effect to player base has been diagnosed and fixed, required some minor resource rollback.