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Version 1.4.6

From Per Regna
Revision as of 10:43, 27 September 2026 by Admin (talk | contribs) (Local CI auto-sync from 1.4.6.wikitext)
(diff) ← Older revision | Latest revision (diff) | Newer revision β†’ (diff)

A store-and-sustain patch on top of Version 1.4.5: the Imperial Access Pass and Founder thanks ahead of launch, Support Vessel field repairs capped to one hull per vessel per round, stun reduction hard-capped at 50%, softer late shield-dome quantity growth, richer early-realm pirate stockpiles, and alliance rank by empire score so Access spending never pads the board.

Access details: Imperial Access. Field repairs: Support Vessel / Damage and Shields. Stun: Fleet Stun. Domes: Defense Yard. Or open Settings β†’ Quick Guides in-game.

New Features

Imperial Access Pass

  • Three subscription tiers in the Store: Monthly, 3 Months (best everyday value), and Yearly (best long-term rate).
  • While active, the Pass grants Imperial Access, Quantum Shards for the period, ad-free play when ads are offered, 15% off common / rare / epic cosmetics (legendary and mythical stay full price), and the ability to buy building skins with Imperial Credits (common 300 / rare 350 / epic 400).
  • Imperial Access remains optional comfort β€” extra queues, overview, shortcuts, automation. It does not buy combat power, resources, or rankings.
  • Lifetime Imperial Access owners keep Access forever (and ad-free). They can still subscribe to the Pass for Pass-only perks (cosmetic discount, Imperial Credit building skins, period shards).
  • Store cutover 2 October: timed Access packages bought with Quantum Shards cost more (about 3–4Γ—); Imperial Credit prices stay the same. Older monthly Quantum Shard–only subscriptions leave the Store for new buyers; existing subscribers keep their period until they cancel in the App Store or Google Play.
  • Example: A commander who wants comfort without grinding Credits can take the 3-month Pass for Access + shards + the cosmetic discount; a Lifetime owner who already has Access can still take that Pass only for the discount and Credit building skins.

Founders

  • Commanders who joined before ads start (3 October) are Founders and receive a permanent lifetime ad-free bonus as thanks for early play.
  • From 4 October onward, new commanders join as regular players (ads-eligible unless they hold Access Pass or Lifetime Access).

Improvements

Support Vessel field repairs

  • Each surviving Support Vessel restores at most one friendly combat ship per combat round after damage.
  • Field-repair hull budget still applies β€” a vessel cannot revive a ship whose hull exceeds its repair capacity.
  • When slots are tight, repairs prefer heavier friendly hulls first (priority is only a tiebreak), so spare capacity no longer mass-revives light swarms while capitals stay down.
  • Example: Ten Support Vessels can bring back at most ten combat ships in a round, even if their combined hull budget could cover dozens of Fighters.

Stun reduction

  • Fleet Hangar Protocols, monument stun reduction, and expedition safety still shorten stun, but the combined cut is capped at 50%.
  • Reductions apply to the full stun timer (base and loss-scaled time), including PvE / expedition stun. Stun never drops below 1 minute on expeditions (or the combat floor in hangar recovery).
  • Example: ~1 hour base stun with Fleet Hangar Protocols 20 β†’ about 48 minutes. At the ~24 hour maximum with βˆ’25% β†’ about 18 hours. Research + monuments cannot cut more than half the timer. See Fleet Stun / Expeditions.

Pirate stockpiles

  • Early-realm pirate ore stockpiles and outpost shares are richer so Realm 1–3 clears pay better for the fleets that farm them.
  • Realm 4 stockpile scale is unchanged. Fresh rolls after despawn use the new tables. See Pirates.

Balance

Shield dome capacity

Alliance rank

  • Global alliance ranking uses combined member empire score (not Imperial Credits spent).
  • Buying Access, the Pass, or other comfort no longer inflates alliance place on the board.

See also