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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 | 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 a '''Ship Graveyard''' for PvP losses, '''early-warning''' attack alerts, deeper expedition rewards, stronger harvest yields, and a stricter vacation mode.<blockquote>New to classes? See the full Player Classes guide, or open '''Settings → Quick Guides''' in-game. Alliance play is covered in Alliances. Resource protection and Titan loot are covered in Resource Protection.</blockquote> | ||
== New Features == | == New Features == | ||
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* Alliance system missions scale with class: '''Industrialist ~4× System Harvest''', '''Explorer ~4× System Survey'''. | * 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. | * '''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 | * Full effect tables, FCS rules, and monument pairings are in Player Classes. | ||
=== Class effects on FCS === | === Class effects on FCS === | ||
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* After loot is split by contribution, personal FCS shares are '''Warlord ×1.2''', '''Guardian / Explorer ×1.1''', '''Industrialist ×1.0'''. | * 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. | * 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. | ||
=== Ship Graveyard (beta will be tested internally, will be released later in the week) === | |||
* Hull destroyed in '''player combat''' now goes to a per-colony '''Ship Graveyard''' (open from the Shipyard). | |||
* Buy back what your '''tonnage headroom''' allows at '''60%''' of ship build cost; purchased ships recover linearly over '''7 days''' and cannot launch until fully restored. | |||
* Unpurchased hull expires after '''14 days''' (expiry refreshes when new losses deposit). Remaining inventory stays until you buy it or it expires. | |||
=== Early Warning Alerts === | |||
* Incoming '''attack''' push alerts no longer fire at launch. Defenders are warned when the fleet is '''10–30 minutes''' from arrival. | |||
* Base window is '''20 minutes'''. Each '''Radar Station''' level on moons orbiting the target adds '''+1 minute''' (highest moon radar is used). | |||
* Attackers can shorten the window with '''Frigates''': every '''5%''' of other ships matched by Frigates cuts '''1 minute''', up to '''−20 minutes'''. Short flights already inside the window notify immediately. | |||
* '''Scout''' pushes still fire at launch only when the probe flies at '''30%+''' speed — slower scouts stay quiet. | |||
=== Daily Race === | === Daily Race === | ||
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* 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. | ||
* Multi-alliance groups no longer receive extra loot or debris bonuses for spanning alliances — participation stays; the old inter-alliance reward bump is gone. | |||
=== Titan-Class Mech — PvP loot === | |||
* The '''Titan-Class Mech''' (Warlord Core) now grants '''<code>pvpLootPct</code>''': '''+3%''' PvP loot rate at level 1, scaling like other percent monument boosts, hard-capped at '''+30%'''. | |||
* In FCS attacks, the '''highest''' Titan loot bonus among attackers is used. | |||
=== Explorer finding auto-share === | |||
* When an '''Explorer''' expedition finds pirate bosses, scout reports are saved to mail. By default they are also '''shared to alliance chat'''. | |||
* Toggle under '''Settings → Expedition → Auto-share boss scout reports'''. | |||
=== Granular leaderboard === | === Granular leaderboard === | ||
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* Expedition '''depths 6–10''' now have proper earning multipliers (continuing the climb past depth 5 instead of falling back), matching Legendary Expeditions + Orrery unlocks. | * 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. | * Event and trade UIs were refreshed for Daily Race sorting, ally-offer badges, and clearer accept-offer flows. | ||
* Ship and defense '''build-time floors''' are now tiered by ship realm and player realm (with class specialty floors for Planetary Harvester / Explorer / Advanced Recycler), so early-realm queues stay paced while Realm IV+ can still sprint. | |||
* Early-realm research timing uses each tech's '''<code>buildTimeMultiplier</code>''' instead of a flat ×2 per level. | |||
== Balance == | == Balance == | ||
* '''System Harvest''' yields were raised substantially: active cycle output is about '''6×''' higher per production unit, and passive per-system common/rare income about '''3.5×'''. | * '''System Harvest''' yields were raised substantially: active cycle output is about '''6×''' higher per production unit, and passive per-system common/rare income about '''3.5×'''. Hauls now use per-resource abundance rates, and the mission runner's cut gets a '''2.5×''' cargo bonus (without taking from the pool). | ||
* '''Nebula gas harvest''' now converts zone gas to cargo at '''3×''' (same pattern as asteroid ore refining), so gas runs keep pace with other harvest missions. | |||
* '''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. | * '''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. | ||
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* Fixed monument inventory spare / upgrade-eligibility mismatches when the best owned copy was deployed. | * Fixed monument inventory spare / upgrade-eligibility mismatches when the best owned copy was deployed. | ||
* '''FCS''' fights now count as a '''single raid''' toward immunity (not one per participant), so coordinated attacks no longer trip protection unfairly. | |||
* '''Hull / armor research''' now correctly reduces ships destroyed in combat, not only the numbers shown on reports. | |||
* Alliance chat messages keep stable timestamps when they arrive live. | |||
* Battle simulation performance improved for large fleets. | |||
* Various class-effect, FCS loot, and vacation production edge cases cleaned up alongside the features above. | * Various class-effect, FCS loot, and vacation production edge cases cleaned up alongside the features above. | ||
* | |||
* | |||
Revision as of 16:17, 27 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 a Ship Graveyard for PvP losses, early-warning attack alerts, deeper expedition rewards, stronger harvest 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. Resource protection and Titan loot are covered in Resource Protection.
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.
Ship Graveyard (beta will be tested internally, will be released later in the week)
- Hull destroyed in player combat now goes to a per-colony Ship Graveyard (open from the Shipyard).
- Buy back what your tonnage headroom allows at 60% of ship build cost; purchased ships recover linearly over 7 days and cannot launch until fully restored.
- Unpurchased hull expires after 14 days (expiry refreshes when new losses deposit). Remaining inventory stays until you buy it or it expires.
Early Warning Alerts
- Incoming attack push alerts no longer fire at launch. Defenders are warned when the fleet is 10–30 minutes from arrival.
- Base window is 20 minutes. Each Radar Station level on moons orbiting the target adds +1 minute (highest moon radar is used).
- Attackers can shorten the window with Frigates: every 5% of other ships matched by Frigates cuts 1 minute, up to −20 minutes. Short flights already inside the window notify immediately.
- Scout pushes still fire at launch only when the probe flies at 30%+ speed — slower scouts stay quiet.
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 5× 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.
- Multi-alliance groups no longer receive extra loot or debris bonuses for spanning alliances — participation stays; the old inter-alliance reward bump is gone.
Titan-Class Mech — PvP loot
- The Titan-Class Mech (Warlord Core) now grants
pvpLootPct: +3% PvP loot rate at level 1, scaling like other percent monument boosts, hard-capped at +30%. - In FCS attacks, the highest Titan loot bonus among attackers is used.
- When an Explorer expedition finds pirate bosses, scout reports are saved to mail. By default they are also shared to alliance chat.
- Toggle under Settings → Expedition → Auto-share boss scout reports.
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.
- Ship and defense build-time floors are now tiered by ship realm and player realm (with class specialty floors for Planetary Harvester / Explorer / Advanced Recycler), so early-realm queues stay paced while Realm IV+ can still sprint.
- Early-realm research timing uses each tech's
buildTimeMultiplierinstead of a flat ×2 per level.
Balance
- System Harvest yields were raised substantially: active cycle output is about 6× higher per production unit, and passive per-system common/rare income about 3.5×. Hauls now use per-resource abundance rates, and the mission runner's cut gets a 2.5× cargo bonus (without taking from the pool).
- Nebula gas harvest now converts zone gas to cargo at 3× (same pattern as asteroid ore refining), so gas runs keep pace with other harvest missions.
- 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.
- FCS fights now count as a single raid toward immunity (not one per participant), so coordinated attacks no longer trip protection unfairly.
- Hull / armor research now correctly reduces ships destroyed in combat, not only the numbers shown on reports.
- Alliance chat messages keep stable timestamps when they arrive live.
- Battle simulation performance improved for large fleets.
- Various class-effect, FCS loot, and vacation production edge cases cleaned up alongside the features above.