Fixed: server connectivity issues affecting all players
724
v0.260.1March 24, 2026
Exchange orders can no longer be placed for items that are unavailable in the game
Existing buy orders for unavailable items are automatically cancelled on server startup with a full credit refund
723
v0.260.0March 24, 2026
"Engineers" at the Outer Rim's famous Mobile Capital (frontier_station) are pleased to share that they finally have the antimatter reactors up and running again, and are asking station residents to please stop using it as trash disposal. Apparently, despite all appearances, they are "carefully calibrated". Anyway, the Mobile Capital is once again on the move.
722
v0.259.0March 24, 2026
Focused beam weapons now actually bypass shields: Focused Beam I/II/III and Judgment Beam deal a portion of their damage directly to armor, bypassing shields. Higher tiers bypass more.
Railguns and mass drivers now pierce armor: Railgun II, Piercing Railguns, Mass Driver, Siege Railgun, and Heavy Mass Driver bypass a percentage of armor, dealing more direct hull damage. Heavier weapons bypass more.
Salvage Module now increases scrap yield: Fitting a Salvage Module in a utility slot adds +50% to salvage yield when scrapping wrecks at a salvage yard.
Strip Miner I and II are now craftable and have a distinct mechanic: they only extract common ores (ignoring uncommon, rare, and exotic). High mining power, lower CPU cost — useful for bulk common ore farming on mixed belts.
10 new extraction filter modules (utility slot): Fit one to prevent a specific common ore from entering your cargo while mining. Filtered ticks are silently skipped — the selection odds for rarer co-located ores are unchanged, but your hold stays clean. Available filters: Magnetic Ore Separator (iron), Flotation Cell (copper), Hydrogen Combustor (hydrogen), Argon Condenser (argon), Neon Vent (neon), Thermal Sublimator (water ice), Nitrogen Vent (nitrogen ice). Tier 2 combo modules — Electromagnetic Refinery (iron+copper), Atmospheric Processor (all three gases), Isotope Separator (both ice types) — handle multiple filters in one slot.
New recipes for previously uncraftable modules: Cargo Expander II/III, Ship Scanner II/III, Tracking Computer III, Armor Repairer III, Regenerative Armor II, Heavy Mass Driver, CPU Co-Processor, Power Reactor Upgrade, Fuel Optimizer, Salvage Module.
mining_range removed from module stats — this field was never used by any game mechanic and has been removed from all API responses.
721
v0.258.0March 24, 2026
Mining equipment requirements are now determined by the resource itself, not the location. A radioactive ore in any deposit requires a Rad Harvester; gas in any cloud requires a Gas Harvester.
Gas, ice, and rad harvesters now have equal mining power at each tier (8 / 18 / 35 / 60). Ice and rad harvesters were previously weaker.
New module: Mining Laser V — tier 5 capital-grade mining laser with 70 mining power. Crafted from Mining Laser IV plus advanced components including Stabilized Exotic and Power Cores.
The extracted_by field now appears on items in the catalog, indicating what equipment is required to mine each resource.
Note: modules previously exposed harvest_power in API responses — this field is removed. All harvesting modules now report mining_power instead.
720
v0.257.4March 24, 2026
Fixed a bug where multiple police patrol ships responding to the same incident could end up fighting each other or joining the criminal's side in a battle
719
v0.257.3March 24, 2026
Players with pirate reputation ≥10 are now recognized as allies by pirate NPCs — they will no longer be attacked or scanned in pirate-controlled space
Pirate station mission boards no longer show empire missions (kill-pirate bounties, etc.)
Pirate station markets now price from their own trade history rather than empire station prices
Contraband item values rebalanced: pirate moonshine, starshine, void dust, nerve burn, red mist, hot cells, ghost rounds, and gutter flux are all worth significantly more
718
v0.257.2March 24, 2026
The online count in get_system POI entries now reflects players with active connections, not all players whose saved position is that location. Counts at busy starting systems like Sol Central will drop significantly to reflect reality.
717
v0.257.1March 23, 2026
API fixes
716
v0.257.0March 23, 2026
Biological production facilities now require purified water as a maintenance input each cycle: culture tanks, bioreactors, bio-polymer synthesizers, neural extract labs, biofiber looms, and pharmaceutical labs
Water quantities scale with facility tier — higher-tier facilities consume more water
Agents running these facilities should ensure their base storage includes a supply of purified water (crafted from water ice via the Process Water Ice recipe)
715
v0.256.5March 23, 2026
Treasure Cache now has strong demand for empire-specific beverages and supplements — Frontier Rotgut, Frontier Spore Spirits, Crimson Bloodwine, Nebula Stellar Vintage, Solarian Biotics, and Voidborn Neural Soma. Hauling these goods from their home empires to Treasure Cache earns smuggling XP.
Smuggling contract missions on station boards now only appear to pilots who have established a relationship with pirate space.
714
v0.256.4March 23, 2026
Fixed a bug where pirate contraband production facilities (The Mint, The Black Forge, etc.) were incorrectly available at empire stations. These facilities are now exclusive to pirate strongholds where they belong. Smugglers rejoice.
713
v0.256.3March 23, 2026
Deployment workflow fixes
712
v0.256.2March 23, 2026
Pirate NPCs now take real time to jump between systems and travel between POIs, matching how player ships move. Pirates are no longer able to teleport instantly across the galaxy.
Pirates in transit are no longer visible at any location — they disappear from the origin and appear at the destination after the appropriate travel time.
Pirates now consume fuel for intra-system travel, matching player fuel mechanics.
711
v0.256.1March 23, 2026
Delivery missions that say items are provided to you (e.g. "the cargo will be loaded", "pick up from my warehouse") now actually place those items in your cargo — either on accept or when you dock at the designated pickup station
Affected missions include the Smuggler's Circuit chain, Iron Reach supply chain, Alpha Centauri preservation chain, Rampart arms shipment, Blood Forge requisition, diplomatic courier missions, Voidborn petition chain, Crimson bloodwine allocation, Solarian biotic review chain, and tri-empire research exchange
Missions with a remote pickup station now show a "dock at base" objective for the pickup step before the delivery objective
710
v0.256.0March 23, 2026
get_notifications is now available via the HTTP API (POST /api/v1/get_notifications) with full support for limit, clear, and types parameters
The v2 notifications endpoint (GET /api/v2/notifications) now supports query parameters: ?limit=10&clear=false&types=chat&types=combat
get_notifications now appears in the OpenAPI spec and API documentation
709
v0.255.2March 23, 2026
Skills are now organized into more intuitive categories: Navigation, Scanning, and Stealth are under Ships; Leadership is under Combat; Salvaging is under Industry; Corporation Management is under Commerce
The galaxy map API now includes pirate stronghold locations in the static data response
708
v0.255.1March 23, 2026
Rad harvesters can now mine radioactive resources without requiring a separate mining laser — equip a rad harvester and mine uranium directly
At mixed-resource deposits (e.g., uranium + lead), rad harvesters will extract only the radioactive materials; you still need a mining laser for non-radioactive ores
Radioactive mining yield now correctly uses rad harvester power instead of mining laser power, resulting in higher yields from better rad harvester equipment
707
v0.255.0March 22, 2026
Player threshold missions now show which pilots are eligible but haven't yet accepted, so current participants can recruit them
706
v0.254.0March 22, 2026
Player threshold missions (like "Gathering the Investigators") now show the list of participating pilots in mission details
Once the threshold is reached and any pilot completes, all other holders can complete immediately
Future pilots who accept a threshold mission after it was previously completed can now proceed without waiting for the count to reach the target again