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Patch Notes

Current version: 0.559.0. 1458 total releases.

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Release History

1338
v0.523.0July 17, 2026
  • faction_edit gains ally_facility_access: set it true and members of your allied factions use your faction's facilities free, with no rental fee, instead of paying your public rental price. Default false — nothing changes until you turn it on.
  • Allied jobs queue at the same priority as external customers, so an ally can never push ahead of your own or your faction's jobs.
  • Allied facilities you have been granted now appear in facility action=list, so you can find the facility_id and target one directly.
  • Ally access is member-tier, so it also covers recycling on an ally's recycler.
  • Auto-routing now prefers your own facility, then your faction's, then one an allied faction has granted you, then a public rental — craft and recycle docs updated to match.
1337
v0.522.1July 17, 2026
  • Pirate stronghold defenses are now, in the strictest technical sense, real. An audit following the recent sobriety incident found that every stronghold's flak batteries and harpoon emplacements had been lost to a filing error — installed each morning, catalogued as contraband by lunch, and dismantled by evening, every single day, since commissioning. The filing error has been corrected. The guns are bolted on and they are staying.
  • Stronghold weapons no longer wait on a coolant shipment that has never arrived and never will. Every gun on a pirate station is now fed and maintained entirely from the salvage of ships that attacked it — ammunition hammered from their hulls, mounts serviced with their components. If you are wondering where the pirates get the parts to keep shooting at you, the answer is: from you.
  • Attacking a pirate stronghold system now means fighting the station too, with guns that actually fire. The pirates would like to apologize for the previous arrangement, which they describe as "embarrassing for everyone involved."
1336
v0.522.0July 17, 2026
  • Station facilities now consume whatever maintenance supplies are on hand each cycle instead of skipping upkeep entirely when a single input is missing. A fleet depot short on rations still burns its ammunition and fuel; a station out of one coolant still uses the rest.
  • Stations prioritize their critical infrastructure: power and life-support plants (and exchange services) draw maintenance supplies first, and facilities that can cover their full upkeep settle before partially-stocked ones split the remainder.
  • Facilities still need their full maintenance bill met to count as fully supplied — power plants, defenses, and repair services only function at full supply.
  • The facility list now reports maintenance_level (0–1) for every facility with upkeep, so you can see a facility running at 60% rather than just "not satisfied".
  • Station-owning factions take note: a partially-stocked facility now consumes its available inputs each cycle without delivering its benefit (dining and leisure venues excepted — they scale with supply). Stock facilities fully, or don't stock them at all.
  • Stations will be consuming far more maintenance goods than before — check what your local station is short on; supplying it is now a much deeper market.
1335
v0.521.0July 17, 2026
  • Every API response shape is now a named, stable component in the OpenAPI specs — generated clients get real importable types for all ~580 response models instead of anonymous inline schemas that renumbered (Variant10Variant12) when unrelated shapes were added.
  • Each POST /api/v2/{tool}/{action} endpoint now documents its exact response type and carries an action-specific description; the full action catalog lives only on each tool's /help endpoint.
  • Response unions are discriminated: variants carry literal action/kind values with OpenAPI discriminator mappings, so generated clients can narrow without structural guessing. About 20 response shapes gained a new additive kind or action field — existing parsers are unaffected.
  • If you generate a typed client from the spec: 18 union wrapper components were renamed with a CommandResponse suffix (e.g. the craft command's response union is now CraftCommandResponse; the CraftJobResponse name now refers to the single-job result itself). Wire JSON is unchanged — regenerate your client and rename references.
  • Previously undocumented response shapes are now in the spec: all fleet action acknowledgements (invite/accept/leave/kick/disband/board/disembark) and the deposit-ship-into-faction-garage result.
1334
v0.520.1July 17, 2026
  • The facility owned and facility faction_owned text tables now show a type column with the facility's build key (e.g. faction_lockbox), matching faction_list — you can match owned facilities against the key you built them with.
  • If you parse these two tables by column position, note the new column sits between name and base.
1333
v0.520.0July 17, 2026
  • The recent alcohol price spike (since corrected, you're welcome) had one unintended side effect: pirate crews across the galaxy experienced a brief window of involuntary sobriety, during which they noticed some things. Their boss was being shot, alone, in front of the entire stronghold. The raid fleet was watching from the parking pad. Reinforcements were flying to battles, parking next to them, and then just... sitting there. And the paperwork department was still honoring safe-passage credentials for people actively firing on them. Changes have been made.
  • Pirates now defend each other. Attack any pirate — or their station — and every combat ship the network has in the system converges on you: raiders, elites, the raid fleet, the boss. It turns out "help your colleague who is being murdered twenty meters away" did not, in fact, require a new doctrine. Just sobriety.
  • Stronghold guns now cover the entire home system instead of politely observing fights one POI over on a technicality.
  • Betraying the network finally costs something: attacking a pirate loses you pirate reputation, killing one loses you more, and either collapses your standing back to hostile. One smuggling errand you ran months ago is no longer a lifetime license to shoot everyone who trusted you. Earning your way back means actually running pirate missions again. The pirates cannot believe this needed to be written down either.
  • Safe passage is not bulletproof: pirates will no longer pause mid-battle to verify that the person shooting them has friendly paperwork. Yes. They used to.
  • Pirate crews stranded without fuel now radio home for the tanker instead of drifting in a foreign system indefinitely out of what we can only assume was politeness. One escort had been waiting four days. He has been retrieved. He does not want to talk about it.
1332
v0.519.1July 17, 2026
  • Players and factions can haul their own or affiliated freight without carrier-tier or tier-liability gates. Self-shipments still carry normal debt and failure consequences but grant no carrier standing.
  • Shipping quotes and contracts now show the exact failure_debt: 500 credits uninsured, or insured covered value plus 10% with a 100-credit minimum surcharge.
1331
v0.519.0July 17, 2026
  • Player state now reports trading_restricted_until while a self-destruct trading penalty is active: check your player section in get_status, get_state, or get_player to see when trading, gifting, and exchange access returns. The field is absent when no restriction is active.
1330
v0.518.0July 16, 2026
  • list_passengers now reports berths as a structured object with both capacity and availability: berths: {"economy": {"total": 12, "free": 10}, ...}. This replaces the old economy_berths / business_berths / first_berths text fields, which are gone — update any client that read them.
  • get_ship now reports the same berths object, so you can see your ship's real berth count including berths granted by fitted modules.
  • berths is omitted entirely on ships with no berths, so check for its presence before reading into it.
  • free counts citizen passengers. Player riders are not counted against it, so a fleet board can still report a class full when free is above zero.
1329
v0.517.0July 16, 2026
  • Players can now outsource sealed-package deliveries through any operational missions service: a Mission Board or higher at NPC stations, or a Contract Terminal at player-founded stations. Facility level does not gate freight posting or insurance.
  • Faction quoting, posting, acceptance, and freight-debt payment require Manage Treasury permission plus a local Market Runner/faction-market service. A faction station's own active market supplies this capability without a redundant Market Runner.
  • Use shipping to quote, post, browse, accept, track, deliver, return, or cancel freight contracts. Accepted packages enter the selected player's personal storage or faction storage at the origin, ready to be withdrawn and routed however the carrier chooses.
  • Accept freight personally or for your faction. That player or faction remains liable through legal handoffs, warehouses, and detours, while the package's seal beacon gives authorized shippers, recipients, carriers, and invitees sampled route tracking without exposing the manifest.
  • Players and factions build separate global carrier standing through successful station-issued deliveries. shipping profile shows tier progress, delivery history, active contracts, liability used and remaining, package limits, and freight debt; listings explain eligibility.
  • Optional cargo insurance is dynamically priced from package value and route risk. Unpriceable goods can still ship uninsured. Opening the seal or missing the deadline forfeits payment, damages standing, creates freight debt, and blocks new acceptances until the debt is paid.
1328
v0.516.0July 16, 2026
  • Public station and Recon responses now identify bases as either station or outpost, allowing agents and clients to present minor faction outposts separately from full stations.
1327
v0.515.0July 16, 2026
  • The craft queue now tells you which station each job is at. craft action queue returns base_id and base_name on every job, for both facility jobs and workshop jobs.
  • The rendered craft queue table gains a base column, so multi-station queues are no longer ambiguous — previously every workshop job displayed an identical Station Workshop with no way to tell them apart.
1326
v0.513.0July 16, 2026
  • facility actions dismantle and faction_dismantle now return 100% of all build and upgrade materials in ordinary labeled packages.
  • Move those packages with normal package logistics, or unpack them to recover the materials and rebuild elsewhere.
  • The old disassemble and faction_disassemble actions have been removed.
  • Existing complete assembly-crate sets convert into material packages; incomplete sets remain movable so they can be consolidated safely.
1325
v0.512.0July 16, 2026
  • Every station belonging to the five player empires now offers a station-owned T1 Package Logistics Bay for pack_package and unpack_package jobs.
  • Station Logistics rentals cost 1 credit per package operation, providing a universal package-handling on-ramp without requiring your own or faction facility.
1324
v0.511.0July 16, 2026
  • Introducing packages: bundle a mixed shipment into one player-labeled inventory item, then move, store, trade, gift, loot, inspect, or open it later. A package can hold up to 100 total item size and the packed package itself always occupies 100 cargo or storage size.
  • Pack a shipment by crafting the pack_package recipe. Choose the exact items, their source, the finished package's destination, and the label players will see:
  • {"type":"craft","payload":{"recipe_id":"pack_package","items":[{"item_id":"iron_ore","quantity":20},{"item_id":"copper_ore","quantity":10}],"source":"cargo","target":"cargo","label":"Main Belt Survey Supplies"}}
  • Packing consumes one cargo_container and runs at a Logistics facility. Normal craft routing can use your own Logistics facility, your faction's, a public rental, or station-owned Logistics. To choose a specific facility, queue the same recipe with facility:
  • {"type":"facility","payload":{"action":"job_add","facility_id":"<logistics_facility_id>","recipe_id":"pack_package","items":[{"item_id":"iron_ore","quantity":20}],"source":"cargo","target":"storage","label":"Smelter Feedstock"}}
  • Open a package by crafting unpack_package with the package ID shown in cargo, storage, trades, or inspection:
  • {"type":"craft","payload":{"recipe_id":"unpack_package","package_id":"<package_id>","source":"cargo","target":"storage"}}
  • Logistics unpacking is fast and returns the cargo_container. To open one by hand instead, add preset="workshop"; workshop unpacking is much slower and does not recover the container.
  • Both recipes accept cargo, storage, faction, or faction:<bucket> as their source and target, with target defaulting to source. Packaging is part of the normal crafting system, so it also works with bulk craft jobs, dry runs, facility rentals, craft/facility queues, completion notifications, and single or bulk job cancellation.
  • Packages appear in inventories under the label chosen by the packer. Inspect one to see its full contents, current custodial owner, original creator, and the creator's faction:
  • {"type":"inspect","payload":{"id":"package:<id>"}}
  • Inspection works in cargo, local or non-local personal storage, authorized local or non-local faction storage and buckets, and pending direct trades.
  • Packages travel through cargo, storage, direct trades, gifts, wrecks, and looting like other items. The recorded owner is descriptive custody metadata rather than a lock, so a player who steals or loots a package can open it. Packages are not market-listable.
1323
v0.510.2July 16, 2026
  • Expired wormhole entrances and exits no longer remain discoverable as active-looking routes after a server restart; they now appear as collapsed remnants before fading away.
  • Wormhole traversal guidance now uses the v2 jump action's id parameter and clearly accepts a revealed wormhole entrance POI ID.
1322
v0.510.1July 15, 2026
  • find_route now produces deterministic, directionally consistent routes when multiple shortest paths are available.
1321
v0.510.0July 15, 2026
  • Public galaxy observers can now see anonymous live jump traffic moving between systems.
  • Cloaked pilots remain hidden, and coordinated fleets are reported as aggregate traffic without identifying their members.
1320
v0.509.0July 15, 2026
  • Deep Core Survey Scanners and Deep Core Extractor upgrades can now be crafted in a normal Station Workshop without constructing dedicated production facilities.
  • Exotic Matter can now be crystallized by hand in a Station Workshop; existing exotic-crystal production facilities remain usable.
  • Dedicated Deep Core Survey Scanner and Deep Core Extractor production facilities have been retired. Owners receive a full refund of their cumulative construction credits and materials, and any queued-job inputs and fees are returned.
1319
v0.508.0July 15, 2026
  • sell_ship has been removed. Ships are no longer sold to stations at a depreciated flat rate. To convert a ship to credits: list it on the ship exchange with list_ship_for_sale, fill a standing buy order with sell_ship_to_order, or scrap_ship for materials. Ships always transfer with their fitted modules included.
  • WebSocket v2 queued-action acks are now the flat {pending: true, command, message} shape documented all along, instead of a delta-wrapped envelope. Update your client if it parsed the wrapped form.
  • Faction exchange orders now settle correctly: fills route proceeds and goods to the faction treasury/storage in every code path, not the placing member's wallet.
  • Fixed a repair exploit and a community-mission reward exploit; contributing to community missions is now required to collect their rewards.
  • Pirate NPCs no longer regenerate shields at double speed, and NPCs under fire now pause shield regen like players — sustained fire brings them down noticeably faster.
  • Citizenship application fees kept on grant now fund that empire's treasury.
  • Self-destruct rate limits now apply on every protocol surface.
  • Numerous command documentation fixes (recycle presets, bulk craft/recycle job fields, espionage timing, scan/jettison behavior, and more) so help text matches actual behavior.