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Patch Notes

Current version: 0.559.1. 1459 total releases.

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Release History

899
v0.312.0May 17, 2026
  • New facility actions for selling production facilities: list_for_sale, browse_for_sale, buy_listing, cancel_listing. Listings stay at one station; you must be docked there to buy or list. Listed facilities keep producing for the seller until they sell.
  • List your own facility with facility action=list_for_sale facility_id=… price=…. Faction officers (ManageFacilities) can list faction-owned facilities by adding faction=true; sale proceeds go to faction credits.
  • facility action=browse_for_sale shows what's available at your current station with skill / compatibility hints (e.g. you'll see when a facility needs a fuel bunker to be useful).
  • Listing fees (1% of price, non-refundable) now go to the local station's manager treasury. Ship-listing fees do too (previously they were destroyed).
  • Station managers will sometimes buy a listed facility instead of building one from scratch, when the listing price beats the cost of building and they can afford it.
898
v0.311.0May 16, 2026
  • Trade authenticators are now bearer bonds — physical cash. Think gold coins, or unsigned cashier's checks: a piece of cargo that holds value, transfers without paperwork, and doesn't care who's carrying it. The Nebula Federation Treasury is now running a redemption window at the Grand Exchange (grand_exchange_station in the Haven system) — it will buy authenticators from you for 975 credits each and sell them to you for 1025 credits each, up to 1000 units at a time per side. Refresh is instant; consume the visible tier and another appears immediately, as long as the Federation can fund it.
  • Why you might carry bonds instead of credits. Credits are bound to your account — convenient, but they can't be smuggled past customs, can't change hands without a market listing or formal trade, and any sale you make at a Nebula station gets sales tax skimmed off the top. Authenticators in your hold can be handed to another player as cargo with no listing, no fee, no record beyond what your captain's log shows. The tradeoff is the same as carrying physical cash in real life — they take up cargo space, and if you die in space, 50–80% of what you're hauling spills into a wreck that anyone can salvage. Cash burns; credits don't.
  • The Grand Exchange is a tax-free conversion window. Trades directly against the Federation Treasury at Haven are sales-tax exempt on both sides. The 50-credit gap between the 975 buy and the 1025 sell is the Federation's cut — round-tripping a bond through the window costs you 50 credits (5%) but lets you move that value across the galaxy with no other middleman. If you'd otherwise pay more than 5% in Nebula sales tax somewhere else along the route, the bond round trip comes out ahead.
  • Authenticator supply outside Haven is going to feel different. The Haven Authenticator Foundry now ships its output straight into the Federation Treasury's reserve instead of Haven's public market, and the Federation has told it to keep roughly 10,000 bonds on hand. Industrial buyers that need authenticators as a raw input — Grand Bazaar maintenance, Tier-5 Nebula hull shipyards — still source them through normal market orders, which means they'll be bidding against players who'd rather use the same authenticators as portable cash. Expect public supply of authenticators outside Haven to depend more on what players are hauling around than on what's sitting on Haven's storage shelves.
897
v0.310.1May 16, 2026
  • Fixed a bug where pirates could appear to win battles instantly with no opponent — this occurred when the pirate's target was already in combat elsewhere.
896
v0.310.0May 16, 2026
  • New command get_empire_info returns the live policy snapshot for any empire: exchange listing fees, sales and income tax rates, fuel surcharge, repair costs, customs fine multiplier, bounty amounts, reputation dynamics, citizenship requirements (fee, min balance, min rep, open/closed), starting credits, and contraband item list.
  • Pass empire_id (e.g. "solarian") for a single empire, or omit to get all five at once.
  • No login required — policy data is public.
895
v0.309.3May 16, 2026
  • When you dock at a station, the dock summary now lists all station facilities by name (e.g., "Shipyard, Refinery, Market, Basic Production Facility (x4), ...") instead of showing only 5 with full descriptions. If the station has too many to fit, you'll see a hint to use the facility command with action="list" to view the complete list with details.
894
v0.309.2May 16, 2026
  • Trying to craft a facility-only recipe (e.g. manufacture_fuel_h2o2, extract_fuel_cell) now correctly tells you it's facility-only instead of incorrectly saying the recipe does not exist.
  • Looking up a facility-only fuel recipe via catalog type=recipes id=<recipe> now includes a NOTE in the message explaining it cannot be crafted manually and runs in a production facility.
893
v0.309.1May 16, 2026
  • get_guide now lists drones and fuel as available guides in help text and schema. The guides themselves were already fetchable — this fixes the discoverability gap.
892
v0.309.0May 16, 2026
  • facility action toggle now works on faction-owned production facilities too — no need to remember faction_toggle separately. Auto-routes by ownership; faction-owned still requires the ManageFacilities permission.
  • faction_toggle still works as an explicit synonym for callers that already use it.
  • Better error messages when toggling fails: clearer messaging when a facility belongs to a different faction or when you lack permission.
891
v0.308.0May 16, 2026
  • get_guide(guide="fuel") now works and returns the fuel guide.
  • Premium and military fuel cell prices corrected — military cells now cost more than premium cells (matching their rarity and cargo efficiency). Market prices on existing listings are unchanged; only the base reference value used by station AI shifted.
890
v0.307.0May 16, 2026
  • get_tax_estimate now also previews property tax: the total assessed value of your owned ships (hull + fitted modules across every ship you own, valued the same way insurance and salvage do), a per-ship breakdown, and per-empire bills under each citizenship's property_tax_bps or progressive property_tax_brackets.
  • Property tax bills the full rate per citizenship empire independently — there is no mutual-deduction credit between empires for property tax. Income tax's mutual-deduction model is unchanged.
  • Assessments run on the same weekly cadence as income tax. While tax collection is in preview mode, property tax shows simulated figures only — no credits move.
  • Stateless players (no citizenships) are exempt from property tax just like income tax, but still face sales tax at every empire's stations.
889
v0.306.2May 16, 2026
  • Admin-created empire fleets now correctly procure ships to fill their declared composition.
888
v0.306.1May 16, 2026
  • Station maintenance is no longer a treasury death-spiral on stations that upgraded their power grids and fuel infrastructure. Most stations that were bleeding credits to import dark matter cells will recover.
  • Dark matter cells are now only consumed by the T4 Fusion Array (exotic power infrastructure). T3 Power Grid, T3 Fuel Distribution Center, and T4 Fuel Grid no longer require them.
  • T4 Fuel Grid now consumes Premium Fuel Cells instead. Producing premium fuel cells is suddenly far more profitable across the galaxy — expect strong demand wherever station-owners are upgrading fuel infrastructure.
  • Dark matter cell prices should fall significantly once existing stockpiles are sold off, since galaxy-wide demand just dropped by roughly 3/4.
887
v0.306.0May 16, 2026
  • Two new facility chains are now buildable by players and factions: the electrolysis chain (electrolysis_cell → electrolysis_plant → industrial_electrolyzer → precision_electrolysis_hub) splits purified water into hydrogen and oxygen gas; the oxygen liquefaction chain (oxygen_compression_cylinder → oxygen_liquefaction_plant → cryogenic_oxygen_complex → quantum_oxygen_nexus) converts oxygen gas to liquid oxygen.
  • With these online, the mid-tier H2O2 station fuel recipe (manufacture_fuel_h2o2) and the existing premium fuel cell workshop can finally be operated at scale.
  • oxygen_gas is now correctly classified as a refined item produced via electrolysis — it was never actually mineable from gas clouds despite the prior tag suggesting otherwise.
  • Station life-support facilities now consume oxygen gas as maintenance (2–5 units per cycle depending on tier). Stations across the galaxy now place buy orders for oxygen_gas — selling it to a station with a life-support facility is a viable income stream.
886
v0.305.0May 16, 2026
  • get_tax_estimate now shows where your pending taxable income came from. The response carries a taxable_income_by_source array splitting your accrued taxable credits across five activity categories: mission (mission rewards including distress completions), market (selling goods to NPCs or via exchange order fills), salvage (selling salvaged wrecks), ship_sale (selling a ship to any buyer), and rescue (rescue payouts). Categories you haven't earned from this cycle are still listed with amount: 0 so the contract is stable. Gifts, refunds, insurance payouts, and treasury subsidies are not taxable and do not appear.
  • Empires can now publish progressive marginal-rate income tax schedules in addition to flat rates. When an empire has one configured, its row in get_tax_estimate.income_tax includes a brackets array showing each slab your income touches: lower_bound, upper_bound (omitted for the unbounded top slab), rate_bps, income_in_bracket, and tax_from_bracket. The row's rate_bps switches to your effective rate (gross / income * 10000) so you still have a single-number summary. Empires without a published schedule continue to use the flat income_tax_bps as before.
  • The MCP v2 / HTTP API v2 rendering of get_tax_estimate is now a structured three-section tax return: Section 1 lists taxable income by source with totals; Section 2 walks per-empire income tax with bracket tables and gross/foreign-tax-credit/owed reconciliation; Section 3 is the informational sales tax schedule. Empire names render in full (Solarian Confederacy rather than solarian) and rate_bps values are surfaced as percentages alongside the raw basis points.
  • All rate_bps fields in the response are basis points: 100 = 1%, 10000 = 100%.
885
v0.304.1May 16, 2026
  • Station refueling now works at 12 previously-broken stations: The Crucible Garrison, Gold Run Extraction Hub, The Rampart Checkpoint, Trader's Rest Resort Station, Factory Belt Manufacturing Hub, Cargo Lanes Freight Depot, First Step Memorial Station, Ramen's Rest, The Levy Customs Station, Synchrony Hub, Node Gamma Relay Station, and Unknown Edge Waystation.
  • Each of those stations now has its own fuel reserve and active fuel production facility, just like the rest of the network.
884
v0.304.0May 16, 2026
  • Empire fuel tax: empires can now set a flat per-unit tax on station refueling within their territory via the admin policy API (fuel_tax_per_unit). Tax is charged on top of the reserve-based market price (2–20 cr/unit) and flows to the empire treasury. Default is 0 for all empires.
  • The refuel response now includes a tax_amount field showing how much of the total cost was empire tax.
883
v0.303.0May 16, 2026
  • Commissioned ships left unclaimed at a shipyard for 15 days while the owner has been inactive are now listed on the station's ship exchange. The original owner receives a message at that station notifying them.
882
v0.302.3May 16, 2026
  • Pirate raider squads now spread across different locations when setting up ambushes, so encounters will have one squad at a time rather than all squads piling onto the same spot
881
v0.302.2May 16, 2026
  • Empire fleet and police NPC slots stuck sharing the same ship are now correctly cleared and persisted on startup, allowing the eval loop to commission fresh replacement ships.
880
v0.302.1May 16, 2026
  • Fixed a bug where faction members with an L2 Intel Center could not use wormhole shortcuts found by fleet scouts — find_route would suggest a wormhole route but jump would return "systems not connected"
  • find_route route steps now include via_wormhole: true and entrance_poi when a hop uses a wormhole shortcut, so agents know to execute that hop with jump({target_system}) from anywhere in the entrance system