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Version 1.4.7

From Per Regna
Revision as of 15:05, 5 October 2026 by Admin (talk | contribs) (Local CI auto-sync from 1.4.7.wikitext)

A Riftwake patch on top of Version 1.4.6: the Wakeheart now belongs to the alliances that fought for it. Only alliances that took part in clearing a Siphon Spine that window may attack the Wakeheart or be crowned Realmwarden, and Spinebreaker Caches now go straight to the commanders who cleared spines β€” whichever alliance wins.

Full rules: Riftwake Incursion. Or open Settings β†’ Quick Guides in-game.

Also in this patch: planets can warp hop through their own moon's Warp Gate.

Riftwake Incursion

Wakeheart entry

  • To attack the Wakeheart, your alliance must have taken part in a battle that cleared a Siphon Spine this window β€” as the rally lead or as an allied joiner. This comes on top of the existing War Guild levy.
  • Joining an ally's spine rally is enough: every alliance with a fleet in the clearing battle earns its own entry. An ally clearing a spine without your fleets does not.
  • Entry lasts the whole window and cannot be taken away, even if a rival later re-clears that spine. Each daily window starts fresh.
  • Missed the opening? Clear a respawned spine to earn entry.
  • An alliance without entry cannot become Realmwarden, whatever its hold time.
  • Stationing to reinforce your own or an ally's hold needs no entry.

Spinebreaker Caches go to spine clearers

  • When a window crowns a Realmwarden, all Spinebreaker Caches (Γ—8 by default) are delivered automatically to the commanders who took part in spine clears that window β€” from any alliance, not only the winner.
  • The pool is split by the number of clears each commander took part in, counted once per clear however many fleets they sent. Each recipient gets a mail.
  • The Realmwarden vault now holds Prime and Accord caches for leadership to gift.
  • A window that ends with no Realmwarden pays no Spinebreaker Caches; spine clearers still receive the spine-clear participation pack.

Siphon Spine status in Riftwake Command

  • Spine tiles now show four states: Active, Cleared (stays down until the Wakeheart opens), Respawning (with a time range) and Respawned.
  • Spines respawn 90 Β± 15 minutes after their own clear, and only once the Wakeheart is open, at 50% garrison strength.
  • The Road to Realmwarden checklist keeps the spine step open until your own alliance has Wakeheart entry, and the Wakeheart panel tells you when entry is what's missing.

Alliance only and Ally collaboration Scars

  • Scars 1, 3 and 5 are now Alliance only; Scars 2 and 4 are Ally collaboration. The mode follows the weekly Scar rotation.
  • On an Alliance only Scar, diplomatic allies are rivals: they cannot join your rallies, launch from your stations or station at your Wakeheart, and they may contest your hold. Allied fleets stationed at the Wakeheart are sent home when you capture it.
  • On an Ally collaboration Scar, allied reinforce, inter-alliance rallies and allied-station launches work as before.
  • Riftwake Command shows the mode as a badge, and the window-opened mail states it.
  • On an Alliance only Scar the Wakeheart panel no longer offers Station to allies, and the Allow inter-alliance participation toggle is hidden when launching or managing a rally against its Spines or Wakeheart.

Riftwake Command

  • Once a window is won, the top panel shows the winning alliance's tag and name and the time left on its Mandate, instead of repeating the phase.
  • The navigate button reads Navigate to Active Scar only while a combat window is open. Before that it reads Navigate to Upcoming Scar, or Navigate to Next Week's Scar when the next window starts a new Riftwake week.
  • The Next Incursion panel is shorter: countdown, then Scar, attempt and window length on one line.
  • The Production effects panel is hidden when no Siphon drain or bonus is active.

Mandate bonuses fixed and shown everywhere

  • Mandate fatigue now works. It never applied before. From an alliance's second back-to-back win, its fleets fight the following week's Siphon Spines and Wakeheart at βˆ’5% attack, hull and shields per extra consecutive win, capped at βˆ’15%. A week without its win resets it.
  • Master of Trade cuts market tax by 15% on every trade. Before, it only applied to trades with allies.
  • High Inquisitor and Rift Cartographer fleet speed no longer raises fuel cost, so Rift Cartographer's βˆ’10% fuel now actually saves fuel.
  • Arch-Architect monument upgrades always cost at least one copy less (never below 1). Rounding used to cancel the discount below 10 copies.
  • The rollover bonus after a week with no winner is now +10% rounded up per tier (Prime 4, Accord 17, Spinebreaker 9), and the Realmwarden mail lists the same counts as the vault.
  • Your Honor and any Mandate fatigue now show in Riftwake Command (Mandate effects), in ship info, in fleet travel time and fuel before launch, in the Trading Center tax rate, and as a Regnal Honor Discount line when accepting an offer. Build times and monument costs update right after an Honor is assigned.
  • Honor descriptions now say exactly what they do: Ship Graveyard buyback cost, fleet attack vs pirates and Siphon Spines, fleet hull and shields, Support Vessel field repair, and fleet fuel cost.

Fleets

Warp hop from planets

  • A planet can now launch warp hops through its own moon's Warp Gate (any level) once the planet has an Ascension Gate (level 1+).
  • Planet launches add extra warp readiness: 5 minutes at Ascension Gate level 1, 5 seconds less per level, down to 2 minutes from level 37. Moon launches are unchanged.
  • The planet's own moon gate is never used as the exit; exits are your other Warp Gates and your alliance's gates, as before.
  • Planets that do not qualify yet show a Warp gate hop panel on the fleet screen listing the requirements, with a link to the new Moons β†’ How does warp hop work? quick guide.

Support Vessels repair allies

  • In FCS attacks and when stationed as a guardian, your Support Vessels now also repair other players' ships on your side.
  • Your own losses come first: up to 80% of your vessels repair your ships using your full repair capacity, so a heavy hull is never skipped to save room for allies. The other 20% repair allies with the capacity left, and anything allies cannot use comes back to your ships. Every player's own repairs happen before anyone's ally repairs.
  • With no losses of your own, all your vessels and capacity repair allies; alone in a battle, or with no allied losses, all repair your ships. Nothing is wasted on the split.
  • Fewer than 5 vessels means none are set aside for allies, though leftover capacity still helps them. Each vessel still restores at most one ship per round.

Alliance systems

Alliance Systems and Territories are Realm 4+

  • Long-pressing the Alliance button to open the Alliance Systems selector, and the Alliance β†’ Territories tab, now need Realm 4, like the Harvest tab. In Realm 1–3 a long press does nothing and the Territories tab is hidden; a tap still opens the Alliance window.

Harvest shares ride home in fleet cargo

  • The Guardian security cut from Harvest and Survey is now loaded into the stationed Guardian fleet's cargo and credited when the fleet returns home, instead of landing in your colony straight away.
  • The runner's share and the Guardian cut are both capped by free cargo space.
  • When a Harvest/Survey fleet's hold fills, the run ends early and the fleet flies home β€” the same as an asteroid harvest. The report shows Cargo Full.
  • A Guardian with a full hold keeps guarding for its whole station time; it simply stops earning.
  • Anything that does not fit goes to the alliance daily pool, so no resources are lost.
  • Guardian fleets that cannot carry any cargo no longer take a share; the cut goes to the other Guardians.

Relics & cosmetics

Buy any relic skin, anytime

  • Every relic skin β€” personal or alliance β€” can now be bought with Quantum Shards at any time. You no longer need to forge the relic first, and Bazaar families are no longer locked.
  • Each purchase fills a relic slot. A forged relic (or, for the alliance, a donated base relic in stock) fills it for free and is spent. Without one, the purchase costs 20 Quantum Shards extra, whatever the skin's rarity.
  • Alliance purchases use a base from alliance stock first, then the buyer's own forged relic, then the 20 QS slot price. Donating base relics is optional but makes later purchases cheaper.
  • Spending a personal relic removes its base look until you forge it again. Skins you own stay usable. Spent relics still count toward your collection score, and you can forge the relic again.
  • Details: Relics β†’ Relic slots.

Alliance flags, badges and copies

  • Alliances can collect every skin of a badge or flag and switch the active one at any time.
  • System themes and monuments are bought in copies. Each copy covers up to 5 controlled systems; buy more copies as your territory grows. The Archive level no longer limits deployments, and existing deployments keep enough copies.

Planet images for every colony

  • Gas Giant, Ice and Desert colonies can now wear planet images. Before, their Planet tab offered only the default sprite.
  • Gas Giant colonies get the Industrial family, Ice the Explorer family and Desert the Warlord family. Rocky, Hazardous, Oceanic and Volcanic colonies keep their families.

Balance

  • Spine-clear contribution now counts once per commander per clear instead of once per fleet. Contribution scores from spine clears are lower, which can change 2nd / 3rd place participation rewards.

Cargo research

  • Galactic Commerce cargo capacity is now +6% per level (was +4%).
  • Trade Networks now also grants +2% cargo capacity per level.
  • The two bonuses are added together and apply to every ship with cargo: transports, harvests, debris collection, expeditions and raid loot.
  • Example: a Megahauler (800,000 base) at Galactic Commerce 30 and Trade Networks 31 carries 2,736,000 (was 1,760,000). Hauling 150M now takes 55 Megahaulers instead of 86.

Ship and defense info

  • Each research, monument and class bonus in the Effects list is now marked (Γ—) when it multiplies with the other bonuses to that stat (attack, hull, shield) or (+) when it adds to them (cargo, speed, fuel, harvest speed).
  • The displayed Speed and monument Attack values now match what fleets actually get.

Performance

  • Tapping planets and asteroids, switching colonies, and opening fleet and building screens respond faster again.
  • Android plays building animations at a lighter frame rate to keep taps and screen loads responsive. iOS is unchanged.
  • The galaxy map no longer redraws every planet a second time after a region loads, so opening and panning the map is quicker, planet, moon and star art is ready when the map opens instead of popping in, and each galaxy region downloads about a fifth less data.
  • Planets, fleet icons and fleet routes now show from further out on the galaxy map, and nebula zones keep a readable size at that zoom instead of shrinking to dots.

Fleet button long-press

  • Long-press the Fleet button to open the send screen straight away with the ships in your current colony. It starts as a Dispatch to the colony itself; enter the destination coordinates before launching. A tap still opens the fleet list. See Fleet and Ships.
  • Edited coordinates are checked β€” In the send screen, changing the target coordinates now looks up what is there (colony, pirate, asteroid, nebula, system center, Riftwake structure) and shows the missions allowed for it. The selected mission switches if it does not fit, and a fleet cannot be sent to empty coordinates.

Remember Galaxy Zoom

  • New Imperial Access setting under Settings β†’ Game β†’ Visual: Remember Galaxy Zoom opens Galaxy view at the zoom you last used instead of the default close-up.
  • Off by default and saved only on this device.

Colonies

Planet cap and moon migration complete

  • The Astrophysics planet cap and one-moon-per-planet migrations are finished. The temporary access lock on over-cap colonies, compensated abandon for excess planets and second moons, and their Colony Settings banners are retired.
  • Abandoning a colony always follows the normal rules. The planet cap (homeworld + 1 per 3 Astrophysics levels) and one moon per planet stay.

Buy Colony Relocate at the Engineering Lab

  • From Realm 4, every Engineering Lab has an Open Workshop button. Its Translocator tab builds a Colony Relocate boost for 1T of each resource, paid by that colony. Handy after leaving an alliance, or to move a planet anywhere you like.
  • Up to 2 per 30 days (a rolling window); the second one within 30 days costs double. The lab forges each one for 1 day; it then joins your Inventory and expires 7 days later.
  • Free boosts (from realm ascension) are always used first. A move with a bought boost blocks attacks from the moved planet for 72h (48h for free boosts) and asteroid harvests for 48h, the planet can't use another bought boost for 14 days, and it can't move while it has an open PvP retaliation window.
  • Colony Settings now shows an Active limitations banner with every timer running on the colony: attack block, asteroid harvest block, bought-boost cooldown and Alliance Relocation protection.

In game: Quick Guides β†’ Translocator (also opened from the info button on the Workshop's Translocator tab). See Colony Relocate.

Alliance Relocation for inactive squatters

  • Officers, deputies and the leader can buy Alliance Relocation at the Alliance Archive for 5T of each resource from the Vault (2 per 30 days, kept in the Archive, no expiry).
  • Use it on a colony in your territory whose owner is not in your alliance and has been inactive 21+ days or in vacation mode 30+ days.
  • The game picks the new location, at least 10 systems from your territory. The moved player keeps everything, gets a mail with the new coordinates, can't be attacked for 72h and can't be relocated again for 60 days.

See Alliance Relocation.

Help & Support

In-game support tickets

  • Settings β†’ About β†’ Help & Support now opens in game instead of the website.
  • It points you to the Game Guide first; most questions are answered there.
  • Contact Support lists your tickets with their status: Waiting for support, Answered or Closed. Tap New Ticket to pick a category (Account, Purchase, Bug, Gameplay, Feedback, Other), add a subject and describe the issue.
  • Open a ticket to see the conversation, starting with your first message, and reply to support. Replying to an answered ticket sets it back to Waiting for support.
  • Attach up to 3 screenshots (JPEG, PNG or WebP, up to 10 MB each) when creating a ticket or replying. Tap a screenshot to view it full size.
  • You get a push notification when support replies; tapping it opens the ticket. Turn it off under Settings β†’ Settings β†’ Notification Settings β†’ Support Replies.
  • Tickets with an unread answer show a dot and New reply, and the Help & Support row shows New reply too.
  • A Known issues banner at the top of Help & Support lists problems we are already aware of and working on, such as game lag or fleet launch problems. There is no need to report them or file a ticket.
  • You can have up to 3 open tickets at once.
  • A closed ticket can be reopened by replying to it within 7 days of closing, so follow-ups stay in the same conversation. It goes back to Waiting for support and counts toward the 3 open tickets. After 7 days the ticket is read-only; create a new ticket instead.
  • See FAQ#Help & Support.

Accessibility

Screen reader support (first step)

  • VoiceOver (iPhone, iPad) and TalkBack (Android) now read the game's buttons by name: the bottom bar, top-bar resources, quests and events, colony and alliance system actions, mail, chat send buttons, info and guide buttons, and Close / Back.
  • Buttons read their counts and alerts, for example Fleets, 3 of 10 fleets in use, Attack incoming. The selected bottom-bar button is marked as selected.
  • Upgrade and research timers read as progress bars with the time left.
  • On iPhone, the two-finger scrub (escape) gesture closes the open window.
  • Long-press shortcuts (Fleet send, Alliance systems, choosing a fleet for System Survey / Harvest) are in the screen reader's Actions menu.
  • Rolling out gradually: notifications read aloud, and focus moves to the title of each window that opens.
  • The planet surface and galaxy map are still visual only. List-based views for them are planned.

See FAQ.

Fixes

  • Joining a coordinated strike (for example a Siphon Spine rally) no longer shows your fleet as a separate solo attack for up to a minute. The fleet was always part of the rally; now it appears inside the rally card right away, and the rally lead sees you join immediately.
  • The galaxy map no longer crashes when a planet's moons or pirate outposts appear or disappear while it is on screen.
  • Attack, scout, colonize and debris collection from a planet's detail panel now use the planet's latest owner and status, so they no longer target a stale view of the planet.
  • Nebula details now show the nebula's rotation day instead of Unknown.
  • The building skin picker no longer flashes a broken rarity label while skins are loading.
  • Activating several nano or tech boosts in quick succession no longer freezes the colony or makes the boost fail. Each boost now applies after the previous one finishes, and the colony shows the boosted building and research levels right away instead of up to five minutes later.
  • These now show up right away instead of seconds to minutes later: an expedition fleet's status after it continues or completes, a hangar protection change or its cancellation, a newly bought Imperial Access item in your inventory, and a respawned pirate outpost on the galaxy map.

See also