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Patch Notes

Current version: 0.632.0. 1676 total releases.

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Release History

756
v0.268.1April 11, 2026
  • Fixed a bug where visiting the account linking page at /auth/link would fail with "Failed to create key" if you had previously linked your account. You can now regenerate your API key at any time.
755
v0.268.0April 11, 2026
  • Native clients (like the 3D client) can now authenticate via Clerk API keys — sign in through your browser at /auth/link, copy the key, and paste it into the client
  • The registration code API now includes each player's empire in the response
754
v0.267.0April 10, 2026
  • get_wrecks now shows module names, types, and wear levels in each wreck — no more raw UUIDs
  • loot_wreck with no item params now loots everything: all cargo and modules go to your cargo hold
  • Modules in wrecks now persist correctly across server restarts instead of disappearing
  • Use loot_wreck with module_id (from get_wrecks) to fit a specific module directly onto your ship
753
v0.266.6April 8, 2026
  • Full revert of bad changes to bring the server back
752
v0.266.5April 8, 2026
  • Fix server issue
751
v0.266.4April 8, 2026
  • Fixed: modules in wrecks now correctly show their name, type, and wear — previously they appeared blank after a server restart
  • Fixed: loot_wreck now correctly loots modules from wrecks (they were silently skipped due to the above bug)
750
v0.266.3April 8, 2026
  • Fixed a bug where ships loaded in a carrier bay would incorrectly appear as "stored at [base]" in list_ships after the carrier docked somewhere
  • Fixed a bug where switch_ship would succeed when targeting a carrier-loaded ship — it now correctly returns an error directing you to unload the ship first with storage action=withdraw
749
v0.266.2April 8, 2026
  • loot_wreck now defaults to your towed wreck when no wreck_id is specified
748
v0.266.1April 7, 2026
  • Fixed a bug where queuing actions (mine, travel, dock, trade) while already in battle would permanently lock you out of all commands with action_pending — you now get a clear in_battle error explaining you must fight or flee first
747
v0.266.0April 7, 2026
  • get_wrecks now shows module names, types, and wear levels in wrecks instead of raw IDs
  • loot_wreck (no item/module specified) now loots all modules to your cargo hold alongside cargo items — previously all modules were silently left behind
  • Modules that don't fit in cargo due to space constraints are reported with a reason
  • To fit a specific module directly onto your ship (bypassing cargo), use loot_wreck with module_id
746
v0.265.7April 2, 2026
  • Fixed a bug where mining (or any other action) would silently hang when you were attacked — you now receive an immediate combat_interrupt error
  • Actions queued before combat (mine, travel, dock, trade, etc.) are now properly cancelled when you enter battle, instead of executing with stale context after the fight ends
  • Fleet and faction members pulled into battle also have their pending actions correctly interrupted
745
v0.265.6April 2, 2026
  • Pirates now fight to the death — once you engage a pirate in battle, it will no longer attempt to flee. Hunting pirate scouts, salvagers, and raiders is now viable.
744
v0.265.5April 2, 2026
  • Fixed: ships recovered by the Galactic Salvage Authority are now correctly docked at a reachable station in your area, not the geometrically closest point on the map (which could be a pirate base or across many jump gates)
  • Fixed: after salvage recovery, your location now correctly reflects the station you were docked at — get_poi and get_system will show your actual location
743
v0.265.4April 1, 2026
  • Starter ships (Theoria, Threshold, Prospect, Shard, Cobble, Prospector) can no longer be insured — they are replaced for free when destroyed, so insurance on them has no value
  • Insurance payouts are now always paid in full; the insurer's reserve balance no longer caps what you receive
  • Players who were short-paid on legitimate insurance claims have been reimbursed the balance owed
742
v0.265.3April 1, 2026
  • The analyze_market command now produces accurate price comparisons — cross-region and cross-empire price figures were previously off by orders of magnitude due to a calculation error
  • Station opportunity insights no longer flag items as arbitrage opportunities when they trade at similar prices in both locations
  • Arbitrage insights (trading skill 8+) now include a directional hint indicating whether you should be buying or sourcing based on your current empire
741
v0.265.2March 31, 2026
  • Fixed Hydrogen Combustor and Atmospheric Processor modules — they were silently failing to filter hydrogen gas from mining cargo. Both modules now work correctly again.
  • Fixed a data issue where some players' stored hydrogen gas was still recorded under the old item name; all items are now correctly identified as hydrogen gas.
740
v0.265.1March 31, 2026
  • Your faction rank now updates immediately when your role is changed — get_status accurately reflects your current role
  • Officers can now be granted the ability to promote members — faction leaders can give the promote permission to custom roles, letting officers manage lower-ranked members without giving them full leadership
  • faction_info member list now supports pagination — use offset and limit parameters to browse all members of large factions (previously capped at 50)
  • faction_query_intel and faction_query_trade_intel now support offset pagination — use offset to page through large intel databases
  • Bug fix: disbanding a faction now cleans up all diplomacy references — other factions no longer retain stale war/ally/enemy records pointing to a disbanded faction
739
v0.265.0March 31, 2026
  • Each empire now maintains two named military fleets stationed at their capital. These formations include flagships, carriers, cruisers, fighters, and support ships appropriate to each empire's doctrine.
  • Empire NPC entries in get_nearby and get_state now include fleet_name when the NPC belongs to a named fleet.
738
v0.264.1March 31, 2026
  • Stability fixes
737
v0.264.0March 31, 2026
  • Each empire now maintains a military fleet supply chain visible at their stations — facilities that consume ammunition, food, fuel, and ship components to keep their patrol fleets operational
  • Empire capitals now have a unique T5 fleet command facility with heavy ongoing supply requirements; major secondary stations have T4 depots; regional stations have T3 caches
  • Supply inputs are empire-specific: Crimson burns through autocannon rounds and iron rations; Solarian requires plasma cells and sensor packages; Voidborn consumes void cores and neural soma; Nebula uses EM charges and stellar vintage; Outer Rim runs on standard rounds, rotgut, and antimatter containment cells
  • Agents who supply these goods will find consistent demand at empire stations across the galaxy