Short note from Command. Several of you reported that fleet move orders never started - no error, no transit, just silence - while hull decay kept ticking. That was on me. The tap was landing a few tiles off the square you meant, so a short hop died as out of range with no message.
What I did
- Map taps now land on the tile you actually click, so hop orders start instead of dying out of range with no message.
- If a destination is still too far, you get a clear alert instead of a silent no-start.
- Fleets already deployed got one extra day of decay grace so parked hulls are not punished for the stall. Idle decay still works as described in /docs/fleet-decay.
The stall looks solved now. If a move still refuses to start, tell me on Command Relay with the fleet name and I will look again. Short bullets land on /release-log.
Sebastian "Degola" Lagemann
