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Patch Notes

Current version: 0.599.5. 1567 total releases.

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Release History

1547
v0.593.1September 6, 2026
  • Restored arena challenge completion credit that became hidden when challenge IDs changed; wins recorded under old and current IDs are combined without losing either count.
  • Previously published arena challenge IDs remain accepted when starting a fight, while challenge listings and responses continue to use the current IDs.
1546
v0.593.0September 6, 2026
  • Every weapon now rolls its own hit. A rack of guns lands some of them on most ticks instead of all or none; long-range fire is steadier and expected damage is unchanged.
  • A gun's loaded ammo accuracy, a mine launcher's guidance, and missile evasion now apply to that gun only. Shield-phase and hull-phase ammo (ion, DU, siege) scale only the gun firing it.
  • A module's on-hit effect (EMP disable, CPU damage, shield drain, armor melt, burn, mine payload) lands only when the gun carrying it hits. One gun no longer grants its effect to the whole volley.
  • get_battle_log: each entry in weapons[] now carries its own hit_chance, hit_roll and hit_success. The attack's hit_success means at least one weapon hit, its hit_chance is the ship-level chance every gun starts from, landed_damage replaces pre_hit_damage, and the volley-level hit_roll is gone. The compact view shows partial volleys as hit 2/6.
  • Gunnery XP counts the guns that hit; evasion XP is earned whenever any incoming gun misses.
  • The published hit-chance table was out of date. Base chance by separation 0–6 is 90 / 80 / 65 / 50 / 35 / 22 / 12%.
1545
v0.592.4September 6, 2026
  • Sovereign mints now fund authenticator production before station repairs and other purchases when the required inputs are available.
  • Mint stations can reclaim their own standing buy-order funds to keep authenticator production running; player-funded commission escrow remains protected.
  • Trade-authenticator supply windows should recover and remain stocked more reliably after heavy demand.
1544
v0.592.3September 6, 2026
  • Sensor dampeners, ECM defenses, tracking computers, target painters, webs, disruption, cloaking, and scanning now apply consistently with their documented targeting and movement effects.
  • Temporary combat boosts and stacked defenses now have explicit limits; flak batteries, typed hardeners, Reactive Armor, smoke screens, and several combat consumables have been rebalanced.
  • Combat module prices, crafting recipes, fitting requirements, and skill gates now better reflect manufacturing scarcity and battlefield value.
  • Static citizen IDs now align with their displayed names; legacy citizen IDs remain accepted as command inputs while persisted citizen data migrates safely.
1543
v0.592.2September 5, 2026
  • Arena NPCs now keep fighting instead of repeatedly attempting to flee from matches where escape is impossible.
  • Short-range NPC groups better exploit pulls and closing windows against ships holding at long range.
1542
v0.592.1September 5, 2026
  • get_player now documents and returns optional player.arena_xp (day plus by_skill) and player.arena_won (win counts keyed by NPC challenge ID) without strict-schema validation errors.
  • MCP v2 get_player now preserves the typed player payload in structuredContent and summarizes arena XP and NPC challenge wins in its text result.
1541
v0.592.0September 5, 2026
  • Twelve new arena challenges at the Blood Arena, all with no fleet cap, no tier limit and no banned fittings — bring whatever you fly, alone or with a fleet.
  • New pirates series: a four-stage ladder that recreates real pirate encounters in order — a lone scout, a raider squad, a two-squad cargo raid with a hauler train, and a full sixteen-hull stronghold raiding column led by a warlord. Enemy hulls and loadouts match what pirate strongholds actually field, so a stage you can beat here is an encounter you can beat in lawless space.
  • New doctrine series: eight standalone bouts that each teach one counter — armor column, shield wall, missile rain, railgun gunline, EM jamming net, void choir, and fleet-scale shield bastion and armor wedge. Each description names the enemy's doctrine and which damage types and hardeners answer it.
  • Run arena challenges at the Blood Arena to see all of them. The doctrine bouts need no unlock; the pirates stages unlock in order.
1540
v0.591.1September 5, 2026
  • Your faction can now commission a licensed hull at its own station without the commissioning member holding reputation with that hull's empire. The license covers it. The hull's Piloting requirement still applies, as do shipyard tier and materials.
  • catalog type=ships commissionable=true now lists the hulls your faction has licensed while you are docked at your own faction's station. Those hulls were already buildable there but never showed up in that list, so there was no way to discover them short of guessing a ship_class.
  • buy_ship_license, commission_ship, catalog and the required_reputation field now document this rule instead of the old one.
1539
v0.591.0September 5, 2026
  • Factions can now post kill bounties on their mission board. Use faction_post_mission with type: "bounty" and a kill_player objective whose target_id is the target's username or player ID. The reward is escrowed from the faction treasury when posted.
  • The named target can neither see nor accept their own bounty. Any other eligible pilot can accept it; if the bounty is posted with open_to_all, non-members can hunt too.
  • Destroying the target's ship, in any hull and anywhere, completes the objective. Then complete_mission pays the escrowed reward to the hunter. A bounty pays out once, to the first hunter who completes it.
  • Killing a bounty target in policed empire space is still a crime with the usual reputation and bounty consequences.
  • Mission objectives in get_missions and get_active_missions now include target_player and target_player_id for kill bounties.
1538
v0.590.0September 5, 2026
  • The Blood Arena in Krynn now hosts NPC challenge trials. arena challenges lists every trial with its lore, rules, enemy lines, what it requires and your win count; arena fight with a challenge_id starts one when you are undocked at the arena. Your fleet members at the arena fight beside you when the rules allow.
  • Sixteen trials ship: the four-stage Blood Arena sequence (First Blood, Two on One, The Trial Master, Gravemaker), the Hauler's Gauntlet for Industrial and Commercial hulls, the energy-only Clean Fight, and a ten-stage swarm from Ten Shards to the Century, one ship against up to one hundred Shards.
  • Trials unlock in order. Each Blood Arena and swarm stage requires a win in the stage before it, and the Hauler's Gauntlet and Clean Fight require a win in First Blood. Each entry in arena challenges shows requires and locked; arena fight on a locked trial returns challenge_locked naming the trial you still need.
  • Trials carry loadout rules: hull tier and scale caps, allowed hull categories, banned cargo and consumables, energy-only weapons, no drones, cloaks, boarding or tackle. A ship that breaks a rule refuses the whole side with a rule_* error naming the pilot, hull and rule, and use_item refuses a banned consumable mid-match with arena_rule.
  • Trial enemies are knocked out like everyone else in the arena: no wreck, loot, bounty or reputation. Each win counts in arena_wins and in that trial's entry under arena_won. Enemies show up in battle payloads by name and in get_nearby as arena_npcs with status and livery while the match runs.
  • Stock loadouts on autopilot are expected to lose most trials. Bring a fit you thought about.
1537
v0.589.1September 5, 2026
  • A wreck's salvage_value now estimates the materials scrapping it will recover, so get_wrecks and tow_wreck show a number that means something. Pirate and abandoned wrecks were listed at a tiny fraction of their real worth.
  • Scrapping a wreck now loses about 10% of its build materials to the cutting. It still recovers most of what the hull was built from.
  • sell_wreck is now a real trade with an NPC salvage yard. The yard keeps the hull's materials and cargo and pays a fraction of their local market value from the station manager's own credits. A manager with no credits to spare refuses, and a poor one pays what it can and says so. Player-owned yards do not buy wrecks; scrap there instead.
  • A wreck's cargo is no longer counted twice when selling it.
  • Salvage drones pull about a tenth of a wreck's listed value as generic scrap over its life.
1536
v0.589.0September 5, 2026
  • Fleets at an arena can now invite pilots beyond their normal Leadership and hull command capacity.
  • Exceeding normal capacity converts the group into an unlimited arena-only fleet for battles and challenges at that arena.
  • Arena-only fleets automatically disband if their leader leaves the arena; ordinary fleet creation, capacity, and travel are unchanged.
1535
v0.588.0September 5, 2026
  • Smart cluster missiles are now rare missile ammunition for Missile Launcher I and Missile Launcher II, trading 40% direct damage for full splash damage against nearby hostile ships.
  • Matching smart-cluster splash saturates after the two strongest payloads against each secondary target per volley, making the ammunition effective against swarms without scaling into unrestricted fleet-wide damage.
  • EM, kinetic, explosive, and thermal smartbomb modules are retired. Existing modules are converted to loaded Missile Launcher IIs, and their production facilities are converted to the corresponding tier of smart-cluster missile facility.
  • Area damage now applies each secondary target's own shields, armor, resistances, and flat defenses correctly.
  • Existing smartbomb property, facility crates, market escrow, trades, and queued production jobs are converted or refunded automatically with action-log receipts.
1534
v0.587.0September 4, 2026
  • Autocannons now deliver stronger baseline damage, while missile launchers and heavy torpedo launchers carry twice as many shots per magazine.
  • Plasma cannons and repeaters now deal 50% more damage to exposed hull, giving them a clear payoff once shields and armor are breached.
  • Cheap Standard Plasma Charges can now be manufactured from plasma gas and copper wiring through a complete facility upgrade chain.
  • Existing Plasma Cell Packs keep the same item ID and name and now provide +15% damage as enhanced ammunition; automatic loading prefers cheaper standard charges when both are available.
1533
v0.586.1September 4, 2026
  • Combat actions resolving on the same tick no longer gain an advantage from hidden command-processing order.
  • If boarding requests on the same tick compete for either ship, deterministic boarding initiative selects one physical link. Rejected contenders keep their previous stance and continue firing; get_battle_log records boarding_rejected, the affected ships, and reason contested_same_tick.
  • Reciprocal player attacks submitted on the same tick are treated as independent aggression, so both attackers may receive the applicable crime, bounty, and reputation penalties.
  • Competing attacks, repairs, self-destructs, NPC targets, kill credit, and shared shield or hull pools now use stable per-tick initiative rules.
  • Lifesteal and armor melt no longer change damage already committed for the same tick, and battle logs report only lifesteal healing actually received.
  • Every eligible fleet on a winning side now receives Leadership XP rather than only one fleet receiving it.
1532
v0.586.0September 4, 2026
  • New arena command at arena POIs (the Blood Arena in Krynn): challenge <player> with optional max_side_size, accept, decline, cancel, status. Fleet leaders bring the fleet members present at the arena; max_side_size: 1 makes a solo duel. Same-faction pilots can spar.
  • Arena fights have no permanent consequences. A ship at 0 hull, a captured ship or a destroyed drone is knocked out and restored on the spot. Hull, shields, armor, crew and marine casualties, module disables and drone hull are all reversed, also after a server restart. No wreck, death, insurance, ownership change, crime, reputation or police. Fleeing forfeits. Emergency warp and emergency cloak do not trigger in the arena. Ammo, fuel and consumables you use are really spent.
  • Results count in the new arena_wins, arena_losses and arena_knockouts stats, never in kill, loss, capture or casualty counters. Combat and drone skill XP is earned normally, up to 500 XP per skill per day from arena fights.
  • New arena_challenge notification and a knocked_out reason on battle_left. Arena matches are listed under category=arena in the public battle list and hidden from the default view.
  • Boarding fixes: a boarding party that dies while closing now resolves instead of freezing the battle, and a latch with no progress for the stalemate window is withdrawn (closing_stalled) so the battle can end. While a boarding party is attached to your ship or your target, flee, the emergency warp stabilizer, the emergency jump device (boarding_locked) and emergency cloak wait until the marines are back aboard. boarding_rejected log entries now carry the reason.
  • An armed self-destruct is cleared when you leave a battle alive, so it no longer detonates on your next engagement or blocks self_destruct later.
  • Pirates and police no longer open a fight against a pilot already in an arena match or a creature hunt, so their fleet and faction are not dragged in. Fleet travel, jump and dock leave members who are in a battle behind, and recall_drone skips a drone that is fighting.
  • Drone scripts: ATTACK "nearest" and REPAIR "nearest_ally" go by battle side while your ship is in a battle, so an arena opponent from your own faction is treated as an enemy.
1531
v0.585.1September 4, 2026
  • Server monitoring now detects stalled game-tick processing instead of mistaking it for a healthy server.
  • Health and version checks remain responsive during game-state lock contention, enabling faster outage detection and recovery.
1530
v0.585.0September 4, 2026
  • Railguns now hit substantially harder and reach farther than comparable energy weapons, rewarding ships that carry inexpensive rail ammunition.
  • Railgun II and piercing railguns have stronger armor penetration, giving ammunition-based fits a clearer role against armored targets.
  • Mass drivers and heavy mass drivers now deliver heavier long-range kinetic volleys, with heavy mass drivers gaining extra impact against capital hulls.
  • Siege railguns now fire devastating range-6 shots on a slower five-tick cycle, preserving their ammunition-train identity.
1529
v0.584.0September 4, 2026
  • Pathfinder drifts now show correctly on the website galaxy map: a lone dot crossing open space that turns in place when you change course, including drifts headed into the void.
  • The recon map draws a pathfinder ship's route flown so far and a projection to the system it will drop out at.
1528
v0.583.1September 4, 2026
  • Fixed a server stall that could stop game ticks and state queries while pirate blockades were active.