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Version 1.4.5

From Per Regna
Revision as of 07:24, 25 September 2026 by Admin (talk | contribs) (Publish 1.4.5.wikitext β†’ Version 1.4.5)
(diff) ← Older revision | Latest revision (diff) | Newer revision β†’ (diff)

A systems-and-lifecycle patch on top of 1.4.3 (1.4.4 was an iOS stability hotfix only): Alliance Power fleet titles and the War Guild levy, asteroid composition from system deposits, early-realm expedition collection finds, collection leaderboards, Wakeheart ally reinforce β€” plus uncollected Ultra Dense / Hyper Dense fields and idle unscouted pirate strongholds leaving quiet regions so jackpots and ancient fleets do not sit forever.

Alliance investment ranks live under Alliance Power. Riftwake vault gates and ally hold rules: Riftwake Incursion. Asteroids: Asteroid Harvesting. Pirates: Pirates. Collection boards: Score. Or open Settings β†’ Quick Guides in-game.

New Features

Alliance Power

  • Territory alliances earn an Alliance Power score from lifetime spend on alliance buildings and alliance research (same resource weights as empire score; not soft-capped; vault balance does not count).
  • No territory β†’ ineligible (no power, no Riftwake spines / Wakeheart).
  • Fleet titles on the alliance profile: Flotilla β†’ Squadron (1T+) β†’ Fleet (2T+) β†’ Armada (4T+) β†’ Grand Fleet (7T+) β†’ Hegemony (11T+) β†’ Astral Imperium (16T+).
  • Example: Two alliances can both sit on huge vaults; the one that poured steel and elerium into Headquarters, extractors, and Territorial Expansion shows the higher title. Emptying the vault does not drop the title.

War Guild levy (Riftwake)

  • Before Wakeheart FCS attacks, the alliance Leader or Deputy pays a one-time weekly War Guild levy from the vault β€” the Guild’s contribution fee for the Active Scar’s alien bounty gate.
  • Cost scales by Alliance Power fleet title (steel, quartz, iridium, silicium, elerium β€” no gas). Siphon Spine clears stay free for territory alliances.
  • Example: A Fleet-title alliance pays about 50T steel and 1.5T elerium (plus quartz / iridium / silicium). A Grand Fleet pays 100T steel and 4T elerium. Full table: Riftwake Incursion#war guild levy.

Collection leaderboards

  • Leaderboard β†’ Players β†’ Collection ranks Monuments and Relics by collection score (loose pieces, monument levels / forged relics shown on the row).
  • Alliance boards sum the same stats. Collection score does not add to empire total or realm rank β€” see Score.

Improvements

Asteroid composition

  • Field ore mix now follows the system’s Common / Rare deposits (scout / system overlay).
  • Each field rolls 2–5 ores (no gas). The system common is always present; the system rare often lands at 9–10%; other rares that appear stay at 3–5%. Gas-common systems still roll steel/quartz for asteroids.
  • Example: A steel + elerium system might spawn steel 72% / quartz 20% / elerium 8%, or a leaner steel 91% / elerium 9% field.

Early-realm expedition finds

  • In Realms 1–3, nebula expedition relic piece outcomes are weighted Γ—4 and monument piece outcomes Γ—3 versus the Realm 4 baseline (other item types unchanged).
  • Example: If a depth normally puts about 3% of weight on relic pieces, early-realm play puts about 12% on relics before other bonuses. See Relics / Expeditions.

Wakeheart ally reinforce

  • Members of the occupying alliance and diplomatic allies may station at the Wakeheart to keep the hold timer ticking.
  • Allies still cannot attack / displace the holder. NAP does not unlock reinforce. See Riftwake Incursion.

Pirates

  • Outpost and stronghold defense templates are lighter across realms (fewer heavy turrets / lower defense strength multipliers).
  • Larger pirate fleet rolls lean less on capitals and more on mid-line / logistics hulls β€” early pirate clearings should feel less brick-walled. Fresh rolls after despawn use the new templates.

Balance

Asteroid jackpot β€” leaving the system

  • Untouched Ultra Dense / Hyper Dense fields leave the system 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. Starting a harvest (even a small one) counts as claimed.
  • After a field leaves, 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 leaves 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.

Bug Fixes

  • Battle draw edge cases no longer leave fights stuck or mis-resolved.
  • Ship quantity display / hangar counting edge cases corrected.
  • Onboarding β€œcomplete” state no longer sticks when the last step already finished.
  • Planet-cap Day 14 abandon / restriction mail wording clarified.