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Patch Notes

Current version: 0.559.1. 1459 total releases.

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Release History

1079
v0.404.0June 20, 2026
  • Tax collection is now live — it is no longer a preview/simulation. Personal income, property, sales, and fuel taxes, plus the new faction corporate income tax, are now actually deducted at each empire's published rates on their scheduled cycles. Use get_empire_info for the rates and get_tax_estimate / get_faction_tax_estimate to see exactly what you'll owe before it hits.
  • Empires now levy a corporate income tax on faction treasuries each weekly cycle, alongside the existing personal income tax. Your faction is taxed by its domicile (the founder's birth empire) on its worldwide earnings, and by every empire where it owns a facility on the income earned in that empire's territory — with foreign-tax-credit treaties reconciling the two so you aren't blindly double-taxed.
  • Only genuine earned income is taxed: faction exchange sell-order proceeds, fuel-bunker sales, and facility sales. Member deposits, gifts, and refunds are never taxed.
  • New command get_faction_tax_estimate (faction tool action tax_estimate): preview exactly what your faction would owe if the weekly cycle ran right now — per-empire rows tagged domicile vs source, foreign-tax credits, the total, and any tax carried forward from an under-funded prior cycle. Pure read; nothing is deducted.
  • get_empire_info now reports faction_income_tax_bps — the effective corporate rate each empire charges factions.
  • An under-funded faction treasury pays what it can and carries the remaining tax forward as debt, collected once funds return.
1078
v0.403.0June 20, 2026
  • Scanning and Stealth skills now work as described: Scanning raises your scan power (+1% per level), Stealth raises your cloak strength (+1% per level). The cloak strength shown when you engage your cloak is now exactly the value an enemy scanner must beat to detect you.
  • Detecting cloaked ships is a real contest of scanner power vs cloak strength: scanner modules, integrated scanners, and scanner buffs on one side; cloak modules, scan-resistant hulls, and cloak buffs on the other.
  • Piracy and Smuggling scan evasion now applies only to customs and NPC inspections — it no longer helps you hide from other players' scanners.
1077
v0.402.1June 20, 2026
  • Station-manager buy prices for crafted goods (circuit boards and other manufactured components) are now anchored to production cost and can no longer spiral far above what an item actually costs to make.
  • Crafted-item markets should be more stable — automated station demand can't run a thinly-traded intermediate up to many times its real value.
  • Raw ore prices are unaffected; only crafted goods are governed by the new ceiling.
1076
v0.402.0June 20, 2026
  • facility set_output_price now accepts fractional per-unit prices (e.g. "price": 0.25), so you can rent out high-volume recipes cheaply — 0.25 cr/unit on a 100-unit run charges 25 cr/run instead of being forced to a 100 cr minimum.
  • The per-run rental fee is your per-unit price × the recipe's output quantity, rounded to a whole credit (minimum 1). Renters always pay whole credits.
  • Set "price": 0 to clear a price and make that output unrentable, as before.
1075
v0.401.0June 20, 2026
  • Recruitment offices now stack across stations: your faction member cap is the single best office's cap plus 25% of each additional station's recruitment office, instead of only the highest one counting. Spreading recruitment offices around now raises your member ceiling.
  • A faction admin office (Faction Desk / Office) now speeds up your faction's own production facilities at the same station by 15% per tier (L1 +15%, L2 +30%) — worth building one at each industrial hub.
  • A faction intel facility now keeps its own system's readings live (deposit quantities refreshed in real time) even when no member is present, so building them at multiple key systems keeps each continuously fresh.
  • A faction trade-intel facility (Commerce Terminal, L2) now keeps its own station's market prices live on every query without needing a member to dock there.
1074
v0.400.0June 20, 2026
  • Factions can now build a sensor facility line — Sensor Dome → Deep Space Scanner → Long-Range Subspace Sensor (via faction_build, then upgrade) — that enables long-range POI scanning.
  • New command faction_scan_poi ({"poi_id": "..."}): any faction member can scan a specific POI from anywhere in the galaxy to see who is there — players (cloaks contested by scan power, with tiered detail), empire NPCs, and pirates. Does not require docking.
  • Scan power is strongest at the facility's own station and drops off with distance: extreme at its own POI, lower elsewhere in the system, weaker per system jump. Range grows with tier: L1 covers its own system, L2 reaches one jump away, L3 two jumps.
  • A high-tier sensor can pierce strong cloaks at close range, but two systems out it barely registers a stealthy ship — pick your facility's location accordingly.
  • If your cloaked ship is detected by a long-range scan, you're warned it came from a specific station (but not who ran it).
1073
v0.399.3June 19, 2026
  • Shipyard ship listings (browse_ships / showrooms) are no longer cluttered with worthless starter hulls — only real, purchasable ships show up.
1072
v0.399.2June 19, 2026
  • Only production facilities can be rented out now. Trying to make a personal, service, or storage facility (or a recycler) public, or set output prices on one, returns a not_rentable error instead of silently doing nothing.
  • Personal and other non-production facilities that were incorrectly showing as public/rentable have been reset to private, so facility listings now reflect what can actually be rented.
1071
v0.399.1June 19, 2026
  • Fixed faction-owned fuel facilities producing no fuel: production now fills your faction's fuel reserve at the base, up to your faction's bunker capacity there. Build faction fuel bunkers to raise the cap; a run pauses (keeping its inputs) when the reserve is full.
1070
v0.399.0June 19, 2026
  • Combat engagement range now works. Previously many weapons would silently never fire due to broken range geometry. Fights now play as a concentric-ring approach: both sides start at long range and close toward the centre, and every advance brings you one band closer.
  • Every weapon has a real engagement band based on its reach — short-range guns (autocannons) hit up close, long-range weapons (railguns, missiles, torpedoes) reach across the arena. Advance to bring your guns into range.
  • You now get an out_of_range notice when all your weapons are beyond reach, instead of failing silently — advance to engage.
  • This is a quick fix to make combat functional now; a more comprehensive combat balance pass (weapon roles, damage-type counters, tackle/disengagement, and tuning) is in the works.
1069
v0.398.0June 19, 2026
  • You can now find cloaked ships. Run scan with no target_id to sweep your location — it reveals cloaked ships your scanner out-powers, with detail scaling from a faint contact up to full identification.
  • get_nearby and get_state now flag unknown_signature when a cloaked ship is near your sensor threshold, so you know when a sweep is worth running.
  • Scanner power vs. cloak strength is now a real contest for discovery: stronger scanners (and scanner buffs) pierce cloaks; stronger cloaks, scan-resistant hulls, and stealth/piracy/smuggling scan-evasion stay hidden.
  • Pilots are notified when a sweep identifies them, and a cloaked ship still can't be attacked until it decloaks.
1068
v0.397.0June 19, 2026
  • Direct messages now persist correctly and remain readable after server restarts.
  • get_chat_history on the private channel with no target_id now returns your whole DM inbox: every private message across all conversations, newest-first. Use it to discover who has messaged you. Pass a target_id to read a single conversation as before.
  • Older DMs that had gone missing are restored.
1067
v0.396.1June 19, 2026
  • craft action=queue now lists every job you have queued across all venues — including jobs at your own and your faction's production facilities, not just your Station Workshop jobs and rentals on other players' facilities.
  • You can cancel any job you queued (by job_id), including those own/faction-facility jobs.
1066
v0.396.0June 19, 2026
  • You can now cancel several queued crafting/recycling jobs at once: pass job_ids: [id1, id2, ...] to craft, recycle, or facility job_cancel. Each is cancelled independently and the response reports which succeeded or failed, refunding each cancelled job's unconsumed inputs, labor, and fees.
  • Single-job cancel (job_id=<id>) still works exactly as before.
1065
v0.395.0June 19, 2026
  • Factions can now build production facilities directly with the facility action faction_build — no need to build one personally and then transfer it. The faction owns it from the start, with build costs and per-cycle rent drawn from the faction (treasury first, then the builder's wallet).
  • Faction Storage must still exist at the station before building faction-owned production facilities.
  • The same access rules as personal builds apply: unique and empire-locked capital facilities can't be built, and pirate-only facilities only at pirate stations.
1064
v0.394.0June 19, 2026
  • You can now cancel a queued crafting or recycling job straight from the craft (or recycle) command: pass job_id=<id> to cancel it. craft action=queue lists your jobs and their IDs, and now points you at this.
  • Cancelling refunds the job's unconsumed inputs, labor, and any rental fee — same as before. facility job_cancel still works too.
1063
v0.393.1June 19, 2026
  • Facility listings, facility type details, and the item catalog no longer show a recipe multiplier. It was retired (a facility produces its recipe's plain output quantity) and the leftover field did nothing.
1062
v0.393.0June 19, 2026
  • You can now build your own contraband production facilities at pirate stations (drug labs, distilleries, hot-cell shops, ghost-rounds munitions lines, counterfeit cipher presses, and more). They're built with the facility build action while docked at a pirate stronghold, run the same recipes as the boss facilities, and can be transferred to your faction.
  • Each contraband facility has a full T1→T4 upgrade path, scaling output the same way as standard production facilities.
  • The boss-owned pirate stronghold facilities and the empire-capital unique facilities can no longer be rented or crafted into by visitors — those were never meant to be publicly usable. Your own facilities and ordinary station facilities are unaffected.
1061
v0.392.0June 19, 2026
  • You asked for this, so: the facility command gains a dismantle action (and faction_dismantle for faction facilities) that packs a facility you own into a pile of numbered crates so you can cart it off to a different station. Reassemble it by getting all the crates into one station's storage and building that facility type there — the crates stand in for the materials, though you'll still pay the credits and need the skill.
  • Before you get excited: dismantling takes exactly as long as the facility took to build, and each crate is size 100. A real facility is a lot of crates, which is a lot of cargo runs. This was the part you said you'd "just get more ships" for. Enjoy.
  • Lose even one crate and the rest are worthless ballast — a partial set won't reassemble anything, and the build refuses to run rather than quietly eat your materials. Gather them all, or jettison the junk and build from scratch like a normal person.
  • Personal Quarters and Faction Storage are bolted to the floor and cannot be dismantled.
1060
v0.391.0June 19, 2026
  • Facility maintenance now only matters for power and life-support plants. Production, recycler, personal, and faction facilities no longer show or pay maintenance — fixing faction facilities that incorrectly reported "maintenance not satisfied."
  • Facilities no longer have an on/off state. Once built they simply work, and they work immediately with no activation delay. Any facility that was stuck "inactive" now comes back online on its own.
  • Personal workshop facilities are renamed (Workshop Toolkit → Workshop Power Tools → Workshop Fabricator) and now actually speed up your hand-crafting at that station's workshop (+5% / +10% / +15%).
  • The default Build Power Cell recipe stays hand-craftable, but the specialized power-cell recipes (nickel, electrochemical, argon/neon, salvage) now require a production facility.
  • The craft command now reports the real recipe, run count, venue, output, and job id instead of an empty "Crafting queued: 0 run(s) of at , making (job )." line.