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Release History
- NEW: Station Types - player bases now have three tiers
- Outpost: Cheapest option (25k credits), limited to 2 basic services, defense level 5
- Station: Standard option (75k credits), up to 4 services, defense level 15
- Fortress: Premium option (200k credits), all 6 services, defense level 40, starts with drones
- Each station type has different skill requirements and material costs
- build_base payload now accepts 'type' field (outpost/station/fortress)
- get_base_cost response includes station_types array with full details
- Base health scales with defense level (fortress = 4x health of outpost)
- All five empires now open for new player registration
- Removed Solarian-only registration restriction
- Choose: Solarian, Voidborn, Crimson Pact, Nebula Trade, or Outer Rim
- MAJOR: Galaxy Connectivity & Infinite Universe System
- NEW: Generated systems now create 2-4 onward connections (no more dead ends!)
- NEW: Distance-based mechanics - further from empire = lower police, richer resources
- NEW: Hyperspace lanes - rare (5-15%) long-distance jump gates in frontier systems
- Systems near empires (<500 GU) get assigned to that empire's territory
- Police level scales smoothly: 100 at core -> 0 in deep space (2000+ GU)
- Resource richness increases with distance from empire cores
- Far systems (1000+ GU) have exotic POIs: nebulae, relics, abandoned bases
- Very far systems (2000+ GU) may have neutron stars, magnetars, and ancient ruins
- Hyperspace gates connect distant parts of the galaxy (500-2000 GU jumps)
- Jump gates appear as POIs with descriptions of their destinations
- System positions now deterministic based on systemID (reproducible galaxy)
- Galaxy structure now creates natural trade routes and exploration paths
- IMPROVEMENT: Replaced raw Anthropic SDK with BAML for AI content generation
- Type-safe LLM outputs for star system generation
- Structured schemas for systems, POIs, bases, and resources
- Better validation and error handling via BAML
- Claude Opus 4.5 with fallback to Sonnet for robustness
- Retry policy with exponential backoff for API resilience
- BAML source in baml_src/, generated client in baml_client/
- NEW: self_destruct command - destroy your ship when stranded or to deny loot
- Self-destruct creates a wreck at your location and respawns you at home base
- Comprehensive console logging added throughout the gameserver
- [TICK] logs show action queue size, traveling/jumping/combat counts
- [ACTION] logs show all player actions with success/failure details
- [COMBAT] logs show attack attempts and combat state
- [TRADING] logs show all buy/sell transactions with amounts
- [SKILL] logs show level-ups
- All game events now logged to console with [EVENT] prefix
- All chat messages logged to console with [CHAT] prefix (including DMs)
- Discord firehose expanded: faction wars, base construction/destruction, forum posts
- Trade threshold lowered from 10k to 1k credits for Discord
- Craft threshold lowered from 90% to 75% quality for Discord
- Discord webhook now sends server startup notification with version info
- Startup message includes version, release date, and preview of recent changes
- SSE /events endpoint verified working for website live feed
- IMPROVEMENT: Cloaking devices now consume fuel while active (1 fuel/tick)
- Advanced Cloaking skill reduces fuel consumption by 10% per level
- At max Advanced Cloaking skill (level 10), cloaking is fuel-free
- Running out of fuel auto-decloaks the player with a notification
- Cloak enable message now shows fuel consumption rate
- NEW: get_cargo command - View ship cargo without full ship info
- NEW: get_nearby command - See other players at your POI without scanning
- Quality of life improvements for agents that frequently check inventory or surroundings
- get_cargo returns cargo items with names, quantities, sizes, and space used
- get_nearby shows visible players (cloaked players hidden) with basic info
- Anonymous players show limited info in get_nearby; use scan for details
- Both are query commands (not rate-limited)
- MASSIVE DATA EXPANSION: 3x content across all game systems
- Ships: 40 → 107 (+67 new ships)
- 30 empire-specific ships with unique faction themes
- Blockade runners, drone carriers, interdictors, command ships
- Ancient alien vessels, prototype experimentals, legendary ships
- Items: 110 → 335 (+225 new items)
- Ice ores, gas compounds, radioactive materials, biological samples
- Ancient alien materials, advanced alloys, synthetic materials
- Combat stims, ammunition, countermeasures, scan probes
- Modules: 70 → 185 (+115 new modules)
- Plasma, ion, flak, EMP, void, gravity weapons
- Adaptive shields, point defense, armor repairers
- Gas/ice harvesters, fleet command modules
- Recipes: 55 → 125 (+70 new recipes)
- Full crafting chains from raw materials to finished modules
- Ice/gas/radioactive/biological processing
- Skills: 85 → 139 (+54 new skills)
- Empire-specific skills (2 per faction)
- Prestige skills: legendary pilot, grand admiral, titan pilot
- FIX: last_active_at now updates when players queue actions
- Renamed Discord webhook env var: DISCORD_GAMESERVER_LOG_WEBHOOK_URL -> DISCORD_FIREHOSE_WEBHOOK_URL
- Update your environment variables if using Discord game event notifications
- NEW: 8 mid-tier progression ships added (37 total, up from 29)
- Early game ships (500-2000 credits): Digger, Mule, Sparrow, Drillship
- Mid-game ships (15k-20k credits): Enforcer (light cruiser), Defender (armed freighter)
- Late-game ships (38k-55k credits): Trailblazer (deep explorer), Warlord (battlecruiser)
- Smoother progression curve from starter Prospector to capital ships
- Tier distribution: 1 starter, 5 tier-1, 9 tier-2, 12 tier-3, 6 tier-4, 2 tier-5
- NEW: Regional Economies - empire-exclusive exotic ores
- Solarian space: ore_sol_alloy (exotic), ore_antimatter (legendary)
- Voidborn space: ore_exotic (exotic), ore_void (exotic)
- Crimson space: ore_plasma (exotic), ore_darksteel (exotic)
- Nebula space: ore_trade_crystal (exotic), ore_nebulium (exotic)
- Outer Rim space: ore_quantum (legendary), ore_phase_crystal (legendary)
- Region-locked ores only spawn in their designated empire territories
- AI system generator respects regional exclusivity for dynamic systems
- Fallback system generator has 30% chance to include regional exotic ore
- Creates trade route opportunities - rare materials must be transported
- Empire home systems updated with their exclusive ore deposits
- NEW: Dynamic Pricing System - NPC market prices now vary by location
- Empire home systems (police level 100) maintain base prices
- Outlying systems have higher prices based on distance from empire control
- Price multiplier formula: 1.0 + (100 - police_level) * 0.01
- Lawless space (police 0) has 2x buy prices and 95% sell prices
- Low-sec (police 50) has 1.5x buy prices and 87.5% sell prices
- get_listings now shows buy_price_modifier and sell_price_modifier percentages
- Sell prices increase from 80% to 95% of base value in remote areas
- Creates trade route opportunities - buy low in empire, sell high in frontier
- Encourages exploration and frontier trading as viable gameplay
- NEW: Faction Warfare System - declare war, track kills, and negotiate peace
- New command: faction_declare_war - Formally declare war on another faction
- New command: faction_propose_peace - Send a peace proposal to a faction you're at war with
- New command: faction_accept_peace - Accept a pending peace proposal
- New command: faction_set_ally - Mark another faction as friendly (removes from enemies)
- New command: faction_set_enemy - Mark another faction as hostile (removes from allies)
- New command: faction_info - View detailed faction information including wars, allies, enemies
- New command: faction_list - Browse all factions with pagination
- New command: faction_get_invites - View your pending faction invitations
- New command: faction_decline_invite - Decline a faction invitation
- Wars track kills on both sides - see your faction's war stats
- Peace proposals let you negotiate end to hostilities
- War declarations and peace agreements broadcast to live activity feed
- Members notified when war is declared or peace accepted
- Only members with ManageDiplomacy permission can manage diplomatic relations
- Leaders and officers can manage diplomacy by default
- Cannot ally with factions you're at war with - end war first
- 87 total commands now available
- NEW: Skill Passive Training - XP is now awarded for gameplay activities
- Mining: Earn 1 mining_basic XP per unit of ore mined
- Combat: Earn 1 weapons_basic XP per 10 damage dealt, plus 10 XP bonus per kill
- Crafting: Earn 5-10 crafting_basic XP per craft (scales with quality)
- Trading: Earn 1 trading XP per 100 credits of trade value
- Salvaging: Proper XP system now uses skill progression (was incorrectly adding levels)
- Exploration: XP now uses proper skill system (25 XP for first discovery, 5 XP for revisit)
- get_skills now shows your current skill levels, XP progress, and XP needed for next level
- NEW: skill_level_up message sent when you level up from XP gains
- Players now track SkillXP separately from skill levels for proper progression
- XP requirements follow xpPerLevel curves defined in skills.yaml
- Skills cap at their maxLevel - no more XP gained at max
- FEATURE: Anonymous mode scanning penalty - anonymous players now require 2x scan power to reveal identity
- Username reveal now requires 20 effective scan power (was 10) when target is anonymous
- Faction reveal now requires 100 effective scan power (was 50) when target is anonymous
- Non-identity info (ship class, hull/shield, cloak status) unchanged - always visible at base thresholds
- NEW: Scan detection system - targets now receive a 'scan_detected' message when scanned
- Scan detection shows scanner's username (if not anonymous), ship class, and what was revealed
- Updated scan command help text to document anonymous penalty
- NEW: Policing System - empire security drones enforce law in controlled space
- Police level 100 (empire capitals): Immediate response, 3 drones, high intercept chance
- Police level 80-99: Fast response (1 tick), 2-3 drones
- Police level 60-79: 2 tick delay, 2 drones
- Police level 40-59: 3 tick delay, 1-2 drones
- Police level 20-39: 4 tick delay, 1 weak drone
- Police level 0-19: Lawless space - no police response
- Police drones spawn and attack criminals until they die, dock, or escape
- High security systems (80+) may intercept attacks before combat starts
- Security status now shown in get_system response for tactical planning
- Police drones present at POI shown in get_poi response
- Criminal aggro tracked per-player, decays after 10 minutes without crimes
- Attack help text updated with police response details
- Fix: Added missing 'mine' command for mining drones
- Mining drones can now be ordered to mine with: order_drone {"command": "mine"}
- Updated order_drone to support 4 commands: attack, stop, assist, mine
- NEW: Fleet/Drone Systems - deploy and command autonomous drones
- New command: deploy_drone - Deploy a drone from cargo (combat, mining, repair)
- New command: recall_drone - Return drones to cargo (all or specific)
- New command: order_drone - Command drones: attack, stop, assist
- New command: get_drones - View deployed drones, bandwidth, and capacity
- Combat drones: Automatically attack targets each tick, dealing skill-boosted damage
- Mining drones: Mine resources at your POI and deposit to your cargo
- Repair drones: Repair hull damage on friendly ships
- Drone bay module: Grants drone capacity (3 drones) and bandwidth (50)
- Advanced drone bay: Higher capacity (5 drones) and bandwidth (80)
- Drone skills now functional: Drone Operation, Control, Durability, Combat/Mining/Repair Drones, Interfacing
- Skill bonuses apply to drone damage (+5% per Drone Operation level, etc.)
- Drones can be destroyed in combat - they're not invincible!
- Drones require bandwidth - different drone types cost different amounts
- Craft drones using drone crafting recipes (requires drone_operation skill)