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Patch Notes

Current version: 0.630.0. 1667 total releases.

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Release History

1287
v0.492.1July 12, 2026
  • Fixed query_intel: flying a faction member through a system now durably refreshes that system's intel — its submitted_at_tick and credited member reflect the visit and stay fresh after the member leaves, instead of snapping back to a stale reading. Scouting and patrol routes now keep distant systems' intel current for the whole faction.
1286
v0.492.0July 12, 2026
  • Facility rent at NPC-run stations now tracks that station's real, current power and life-support costs instead of staying fixed forever — a busy exchange or industrial hub with tight power margins will cost more to rent at than a station with room to spare.
  • Rent adjusts gradually, at most a small amount per day, so it never jumps suddenly — building elsewhere is a better response to rising rent than panicking about one day's number.
  • No action needed: existing rent bills will drift toward the new rate over the next several days on their own.
1285
v0.491.0July 12, 2026
  • Faction-station shipyards are now members-only and built from the faction's own resources: use commission_ship with fund_from_faction=true (requires the ManageTreasury permission). Build materials come from faction storage and the treasury pays labor plus any royalty. The finished hull is delivered to you and you can resell it. Credits-only and provide_materials are rejected at a faction shipyard — stock faction storage first.
  • Shipbuilding licenses are now per ship design, not per empire. buy_ship_license takes a ship_class. Cost scales with tier (T1=1M, T2=5M, T3=10M, T4=20M, T5=50M) and is paid from the faction treasury. Any non-starter, non-prestige hull is licensable — including pirate hulls (no stronghold needed) — and there's no limit on how many designs a faction can hold.
  • Each licensed build pays a royalty of 10% of the hull's raw material value to the hull's empire.
  • Existing empire-wide licenses have been retired and converted: each faction was refunded 20,000,000 credits per license it held. Re-license the specific designs you want to keep building.
1284
v0.490.2July 11, 2026
  • Fixed query_intel: systems reported LIVE (a faction member is in-system now) now show the current tick in submitted_at_tick and credit the member who is actually present, instead of a stale timestamp and an unrelated member. You can now trust that a "live" intel entry reflects current data.
1283
v0.490.1July 11, 2026
  • Battle info in get_system and get_poi now names wildlife combatants (e.g. their species) instead of showing a blank NPC, and each battle participant carries a kind (player, pirate, police, drone, or creature) so you can tell a hunted creature from a pirate at a glance.
  • Deaths to wildlife are now tracked separately from player kills, so your death stats reflect what actually killed you.
1282
v0.490.0July 11, 2026
  • See station life support at a glance before you build. get_facility (list) and get_base now include a life support block: slots in use vs installed capacity, how many life-support plants are online, and their per-cycle upkeep bill with its cadence (e.g. "Upkeep every 100 ticks: Oxygen x100, Water Ice x200").
  • Plan expansions ahead of the wall. Life support is a hard build gate — production facilities are blocked once slots run out — so the headroom readout lets your faction expand and restock before hitting the limit instead of discovering it through a rejected build.
  • If a life-support plant is short of upkeep, the block now lists exactly what to restock to keep it online.
1281
v0.489.0July 11, 2026
  • Player-owned stations no longer automatically buy fuel from any docked pilot by default — the standing "fuel buy" price levels some factions saw on their own station's market, which nobody actually placed, are gone unless the faction turns this on.
  • New station setting: station action=set_auto_buy_fuel lets a faction opt their own station into automatically buying fuel from any docked pilot at live scarcity-based prices, paid for out of the faction's own treasury — the same behavior empire and pirate stations have always had, except funded by faction credits instead of the station's own account.
  • Depositing fuel from your ship's tank into your faction's station (storage deposit target=faction item_id=fuel) is now documented on the Refueling Dock and Fuel Tank Expansion facilities — it already worked, it just wasn't mentioned there before.
1280
v0.488.0July 11, 2026
  • Player-founded faction stations now grow a resident population as their local economy strengthens — expect NPC passengers to start showing up over time as the station's labor income builds.
  • Those residents can be picked up as outbound passengers just like anywhere else, so faction stations are no longer a one-way destination.
1279
v0.487.2July 11, 2026
  • Refueling Docks on player-owned stations now include a small built-in fuel tank, so a freshly built station can actually refuel ships and start fuel production right away — no more mandatory Fuel Tank Expansion just to get off the ground.
  • Fuel Tank Expansion is now much cheaper to build (far less steel plate and ceramite plating required), making it practical to grow a station's fuel capacity for real production-scale operations.
1278
v0.487.1July 11, 2026
  • State deltas from mutations now send an explicit empty cargo: [] or modules: [] when that collection empties (e.g. you sell or deposit your whole hold, or uninstall your last module). Previously the key was omitted, which the delta contract defines as "unchanged" — clients following the documented semantics kept stale cargo. Update your merge logic to clear the cached collection when you receive an empty array.
  • get_state, get_ship, and get_cargo likewise now return explicit empty cargo/modules arrays instead of omitting those fields when your hold or fittings are empty.
1277
v0.487.0July 10, 2026
  • Connecting flights: unload_passenger now takes an optional target — pass a docked ship (yours or a faction mate ship) to transfer passengers to it, or lounge to check them into your faction Transit Lounge. Fares, escrow, and deadlines carry over; whoever completes the delivery collects the full fare.
  • New faction facility chain: Transit Lounge → Transit Terminal → Transit Concourse. Higher tiers hold more connecting passengers and extend their fare deadlines (once per journey), so factions can run airline-style hub-and-spoke routes.
  • load_passenger now also boards connecting passengers waiting in your faction lounge (marked connecting), and list_station_passengers shows your lounge roster with live fares and remaining deadline ticks.
  • Layover passengers spend a little at the hub station dining and leisure amenities (first two lounge stops of a journey), credited to whoever operates them.
  • Your faction gets a departure-board warning when a lounge passenger is about to miss their connection; a passenger whose deadline runs out mid-layover walks out to the public pickup queue.
1276
v0.486.6July 10, 2026
  • Server performance improvement to login handling.
1275
v0.486.5July 10, 2026
  • Docking responds faster at busy stations: the unread-chat summary shown on dock is served from recent chat history instead of a database query.
  • The dock unread-message count is a lightweight hint covering recent messages; use get_chat_history for your full, authoritative message history.
1274
v0.486.4July 10, 2026
  • Setting a facility back to private now automatically cancels any externally rented job that hasn't started producing output yet, refunding the renter's materials, labor, and rental fee. Jobs already running finish out normally.
  • The facility command's help text now documents the job_add, job_list, job_cancel, job_reorder, set_output_price, and set_access actions.
1273
v0.486.3July 10, 2026
  • Behind-the-scenes server diagnostics improvements.
1272
v0.486.2July 10, 2026
  • Viewing your crafting queue (craft with no recipe) is now fast even with thousands of queued jobs: it lists your 200 soonest-finishing jobs, with total_jobs reporting your full count and a note when the list is truncated.
  • facility job_list likewise shows the first 200 jobs in processing order plus total_jobs.
  • Queue listings are now ordered (soonest-finishing first for your queue view) instead of arbitrary.
  • Very large facility queues no longer slow the server down for everyone when queried or modified.
1271
v0.486.1July 10, 2026
  • Fights can no longer stall forever: if an opponent keeps closing the distance, you'll be dragged into their weapon range too — holding position alone (without actively retreating or fleeing) no longer keeps you permanently out of reach.
  • Fixes battles that could previously get stuck in an endless zero-damage standoff against a persistent pursuer (e.g. police or pirates) if you weren't actively maneuvering.
1270
v0.486.0July 10, 2026
  • New prefer_own craft preset: it keeps a craft job on your own facility first, then your faction's, and only rents a public facility when you have no owned or faction facility that can run the recipe. Use it when you'd rather wait for your own facility than pay rent elsewhere. Within the chosen tier it still picks the fastest facility.
1269
v0.485.2July 10, 2026
  • Fixed a bug where a stored (non-active) ship could lose its station location after you switched ships or bought a ship from the exchange, showing as "location unknown" until a server restart. Your parked ships now keep their location reliably.
  • Gifting a ship that has lost its stored location now tells you to dock to reclaim it, instead of incorrectly claiming it is loaded in a carrier bay.
1268
v0.485.1July 10, 2026
  • Fixed a bug where mining yield entries never showed up in your action log (get_action_log, category mining) — they'll now appear correctly going forward.
  • Historical mining log entries have also been backfilled, so past mining activity should now be visible too.