X-WarsResurrection
AutorizareStart

Istoricul buildurilor

Jurnal de lansări

Ce s-a schimbat pentru comandanți - patch-uri și lansări care îți afectează modul de joc.

Notele interne de build și cele doar pentru testare sunt omise. Pentru povești mai lungi despre munca depusă, vezi blogul.

  1. Patch 0.47.3

    • Map navigation buttons now fit in a single row on mobile screens
  2. Patch 0.47.2

    • Disbanding an orbital dock fleet refunds cargo that was still on ship holds, not only the fleet aggregate
    • Beacon deploy shows a clear error when placement fails instead of failing silently
  3. Patch 0.47.1

    • New honors for discovering decay residue stacks and siphoning salvage from them
    • Universe-first honor when you are the first commander to recover decay salvage
  4. Lansare 0.47.0

    • When a parked fleet fully rots, part of the hull can remain as a shared salvage pile on the map tile
    • Fit a residue scanner and run Residue scan while orbiting to add piles to your private intel list and map pins
    • Collect with a salvage siphon on an adjacent fleet; recovery scales with the research level baked into your scanner module
    • Open Residue from the map HUD to review, focus, and jump to known salvage coordinates
    • Salvage piles expire after 90 days; older stacks are cleaned up automatically
    • New public decay salvage guide and Command blog post on the August salvage update
  5. Patch 0.46.16

    • Fix Orbital Launchpad full 5-bay launches and drops that showed Launch failed and lost cargo
    • Full cargo bay loads work again on level 3 pads and higher
  6. Patch 0.46.15

    • Ships without cargo holds no longer pick up fleet cargo when you move them between fleets
    • Stuck cargo on scanners can be unloaded again after the hold is reseated onto cargo ships
  7. Patch 0.46.14

    • Fleet recall docks at the colony you are orbiting instead of jumping home
    • Map refreshes when a construction finishes so orbit trade eligibility stays current
    • Failed launchpad cargo receive attempts now show up in your game events
  8. Patch 0.46.13

    • Fleet tabs show a small pulsing warning when a parked fleet starts losing hull integrity
    • Selected fleet hull status and loss countdown turn red and pulse gently while decaying
  9. Patch 0.46.12

    • Remote colonies need a beacon on an empty tile next to the planet to stay loyal after founding
    • Without coverage, loyalty drains over 14 days; at zero the colony goes autonomous, then becomes ruins after 14 more days
    • Re-covering with a beacon recovers loyalty; homeworlds stay fully held
    • Map and colony UI show drain, autonomous, and ruins countdown, with an optional loyalty push alert
    • Docs and a Command blog post explain how occupation hold works after colonization
  10. Patch 0.46.11

    • Honors score breakdown now names your planets by map coordinates, matching the star map
  11. Patch 0.46.10

    • Stop showing mining income for ores a world does not actually have
    • Colony resource ledger no longer treats missing deposit affinity as full richness
  12. Patch 0.46.5

    • Placing a beacon updates occupation on the map and unlocks colonize without a hard reload
    • Fleet transfer and related map options update when a planet gains an orbital ship or maintenance factory, without a hard reload
  13. Patch 0.46.6

    • Editing a trade route while a courier is already flying finishes that hop, then runs the new waypoints, cargo, or ship
    • Failed routes try again as soon as you save; they fail again if the new setup still cannot run
  14. Patch 0.46.7

    • Transport routes now error if the courier fleet cannot reach the selected waypoints in one move
    • Routes no longer sit forever in transit when a move is out of range
  15. Patch 0.46.8

    • Colony resource production shows again on non-homeworlds after the deposit-affinity fix
    • Worlds without an ore still show no mining for that ore
  16. Patch 0.46.9

    • Refined resource nicknames stay separate per matter state
    • Fix nicknames that were wrongly copied onto another phase of the same material
  17. Patch 0.46.4

    • Internal handoff only
  18. Patch 0.46.3

    • Fix refined nicknames that were wrongly copied onto the same material in another matter state
  19. Patch 0.46.2

    • Keep commander discovery nicknames separate per matter state after the naming fix
  20. Patch 0.46.1

    • Refined resource nicknames no longer overwrite the same material in a different matter state
    • Liquid and solid Frubin (and other phase stacks) keep their own discovery names in the colony HUD
  21. Lansare 0.46.0

    • Automated transport routes move cargo between your worlds, fleets, and beacons
    • Routes pause with a clear message when a planet cannot receive surface deliveries
    • Launchpad orbit-to-planet transfers no longer stick locked when storage is full
    • Early-access signup asks you to confirm your email before clearance
    • Docs and blog cover transport routes and related colony logistics
  22. Lansare 0.45.0

    • Add Transport routes on the map: open Routes, pick source and destination, choose cargo from live stock, assign a courier fleet
    • Couriers can haul between your planets, fleets, and beacons (beacon cargo is frurozin fuel only)
    • Routes advance in the background while you play - pause or resume from the Routes list
  23. Patch 0.44.23

    • Scan residue keeps distinct material phases when both appear in tech costs
    • Orbital transfers require a material phase so landings stay reliable
  24. Patch 0.44.22

    • Orbit scan residue keeps its material phase when claimed into a fleet
    • Landing cargo from an orbital factory no longer fails because residue lost its phase
    • Fleet hold, orbit storage, and transfer screens show clearer material icons
  25. Patch 0.44.21

    • Production tooltip no longer shows deposit affinity as a huge deduction
    • Mining income already reflects how rich the ore is on that world
  26. Patch 0.44.20

    • Show each ore's planet max extract rate in the production tooltip even before the geology cap is hit
    • Keep Planet max visible in the resource Flow detail view at all times
  27. Patch 0.44.18

    • Fix Flow showing mining on gas Frubin after distillation
    • Converted-phase raw ores no longer inherit collector mine rates
  28. Patch 0.44.17

    • Solid refinery early upgrades restore about 10% output rate while level 1 stays calm
    • New blog dispatch covers mill levels plus colony clarity and map fixes since 7 August
  29. Patch 0.44.16

    • New blog dispatch: solid mill upgrades feel meaningful again, with colony clarity and map fixes since 7 August
  30. Patch 0.44.15

    • Upgrading a solid refinery now speeds pig-iron refining by about 10% per early level
    • Level 1 solid mills keep the calmer cycle time so homeworld ore is not burned too fast
  31. Patch 0.44.14

    • Document geology max warning and scan density note in project context
  32. Patch 0.44.13

    • Show a clear planet max warning when geology blocks mining efficiency
    • Note planet density on scan reports under the class badge
  33. Patch 0.44.12

    • Fix colonization status not showing on map HUD until reload
  34. Patch 0.44.11

    • Show colony resource production as a clear ledger: incomes, then deductions, then net stock change
    • Fix production tooltip numbers that did not add up to the resource bar rate
  35. Patch 0.44.9

    • Fix beacon not appearing on map until reload
    • Fix build error from server-side imports in client components
  36. Patch 0.44.8

    • Stop offering occupation beacon deploy after the ship already spent its beacon module
    • Keep Frurozin aboard when a second deploy is blocked for missing modules
  37. Patch 0.44.7

    • Document beacon map visibility fix in project context
  38. Patch 0.44.6

    • Fix occupation beacon not appearing on map until reload
  39. Patch 0.44.5

    • Colony resource production tooltips now show mine-in, refinery drain, and HUD net as one clear equation
    • Energy shortfall is explained separately so bonus and malus no longer look like broken math
  40. Patch 0.44.4

    • Planet scans cost the same frurozin even when a cargo scout or dual recon is in the fleet
    • Dual recon still raises move fuel, not scan fuel
  41. Patch 0.44.3

    • Waste depots can no longer upgrade or be scrapped if that would leave waste above capacity
    • Clearer colony message when waste storage blocks those actions
  42. Patch 0.44.2

    • Liquid alloys keep their matter phase through orbit transfer and colony drop
    • Waste depot capacity shrinks again when you demolish a waste depot
  43. Patch 0.44.1

    • Correct the Colony first steps guide: open the power relay from the building energy bar
  44. Lansare 0.44.0

    • Add a short Colony first steps guide for resource flow, capacity traps, and energy caps
    • Link the guide from refinement, mining, and colonization docs
  45. Patch 0.43.6

    • Give transport storage modules their own factory icons instead of the generic placeholder
    • Give colony liquid, gas, and plasma drop research and ship modules matching drop-pod artwork
  46. Patch 0.43.2

    • Fix Honors claimed-territory progress not rising after placing occupation beacons
    • Fix Scans resource filters so they match the ores shown on each planet row
  47. Patch 0.43.1

    • Internal handoff only
  48. Lansare 0.43.0

    • Earn Soft Contester when you first steal from another commander's beacon
    • Universe first Soft Contest honour for the first successful hostile theft
  49. Lansare 0.42.0

    • Earn Civilisations Meet Again the first time you sight another commander's colony through the fog
    • First Contact enters the universe firsts with both commander names
    • Foreign colonies and beacons now read as amber contacts on the map
  50. Patch 0.41.4

    • Selected fleets show their current map coordinates in the command HUD
    • Universe map corners display the tile coordinates you are looking at
  51. Patch 0.41.3

    • Document Command quality cleanup for the next handoff
  52. Patch 0.41.2

    • Keep colony depot capacity panels stable while Command cleans quality findings
  53. Patch 0.41.1

    • Blueprint missions waiting on resources no longer flash-reload the orbit blueprints list on mobile
  54. Lansare 0.41.0

    • Orbital residue finds from planet scans are much richer - more cargo per cache
    • Ancestral finds show up a bit more often and with more varied resource stacks
    • Frurozin in orbital residue is enough to matter for the next hop
  55. Lansare 0.40.0

    • Orbital residue finds from planet scans are much richer - more cargo per cache
    • Ancestral finds show up a bit more often and with more varied resource stacks
    • Frurozin in orbital residue is enough to matter for the next hop
  56. Lansare 0.39.0

    • Earn honors the first time you reach 1 million, 10 million, 100 million, and 1 billion highscore points
    • Find the new Highscore category in your honors panel
  57. Patch 0.38.1

    • Fix mobile resource overview tab order to raw, refine, waste, then energy
  58. Lansare 0.38.0

    • Tap a depot name on the colony surface or ops list to see total storage capacity and how each same-type depot contributes by level and power
  59. Patch 0.37.21

    • Fix tag editor so you can type new tags and use Manage again
  60. Patch 0.37.20

    • Fix map load after adding scan and beacon tag filters
  61. Patch 0.37.19

    • Filter scanned planets by raw resources and your personal tags
    • Tag planets and occupation beacons, then filter those lists by tag
    • Scans and beacons remember your last filters when you reopen them
  62. Patch 0.37.18

    • Keep project handoff notes aligned with the main-line workflow
  63. Patch 0.37.17

    • Agents keep day-to-day work on the main line unless a separate branch is requested
  64. Patch 0.37.15

    • Keep the local quality scan working on shared development hosts
  65. Patch 0.37.14

    • Keep the local quality scan reliable on shared development hosts
  66. Patch 0.37.13

    • Early-access clearance allocation reports clearer errors when a subscriber is missing or already invited
  67. Patch 0.37.12

    • Keep early-access clearance allocation tests stable when SMTP credentials are unavailable
  68. Patch 0.37.11

    • Admin support inbox: scroll long ticket lists and message threads again
  69. Patch 0.37.10

    • Solid refining keeps far more of each cycle and runs a bit slower so raw stock lasts longer
    • Liquid baths and presses take longer, so solid stockpiles are less likely to vanish into liquid piles
    • Docs and a Command blog post explain the new solid and bath pacing
  70. Patch 0.37.9

    • Refineries show how full each stack is and warn before a full output stack stalls refining
    • Compound stacks note they do not grow with raw depots - spend surplus or pause instead
    • Launchpad cargo keeps matter phase; clearer stock and phase errors when launching
    • Mobile launchpad layout fits better on smaller phones
    • Hangar no longer offers ships already assigned to fleets on the map
  71. Patch 0.37.8

    • Colonize only starts after a successful order; the confirm dialog stays open and shows the error if it fails
    • Colonize is disabled until your fleet orbits inside your own beacon occupation, with a clearer reason
    • Colony surface upgrade labels distinguish short raw stock (SHORT) from missing refined materials (NEED+)
    • Stalled refineries show Waiting for inputs (or similar) plus the active recipe instead of a vague Blocked label
  72. Patch 0.37.7

    • Your own beacons stay on the map after you have explored that space, even when your scout moves away
    • Gas Frubin + Orizin in a gas refinery correctly makes Frubin-Orizin vapor again (not a random discovery)
    • Research and fit liquid, gas, or plasma colony drops to deliver matching cargo - including plasma Frurozin to colonies that have none, so you can build an orbital launchpad
  73. Patch 0.37.6

    • Gas phase distiller no longer needs vapor first - refine orizin, build the distiller, then distill liquid frubin into gas for vapor recipes
    • Research funding prefers your strongest research lab colony, with a clearer hint when a building is missing on the funded world
    • Public docs now walk through liquid pig-crystal alloy for the Orbital launchpad, including why a custom mix is not the named alloy
  74. Patch 0.37.5

    • Small hull design and Nuclear-thermal engines research now cost about five times less refined material after the slower refining pace
    • Colonisation research is a bit easier to unlock; beacon and phase-reversal labs stay expensive
    • Short Command blog note explaining the colonisation lab tweak
  75. Patch 0.37.4

    • Launchpad Half and Max Frurozin loads leave enough fuel for the trip to orbit
    • Desktop rocket bays now offer One, Half, and Max amount shortcuts
    • Clearer message when there is nothing left to stage in a fleet transfer
    • Hull decay tips explain that only a Move order resets the idle clock
    • Selected fleet dock shows hull integrity while orbiting
  76. Patch 0.37.3

    • Deploy the maintenance factory from the orbital launchpad like the ship factory
    • Research and build costs that need liquid alloy show your real stock again
    • Phase converters clearly show what each conversion produces
    • Phone support screenshots upload more reliably from Safari and the PWA
    • Get a clearer warning when idle fleets are halfway through hull decay
  77. Patch 0.37.2

    • Planet scans can uncover ancestral orbital residue you can salvage with a nearby fleet
    • Scanned-worlds archive shows clearer geology metrics when you browse past scans
    • Sunday dispatch on the blog covers deeper scans, clearer resource stacks, and slower refining
    • Xianer and Noberianer gain a bit more residue when their first scan finds a cache
  78. Patch 0.37.1

    • Long-press a building on your colony surface to move it to another pad or swap with a neighbor (headquarters stays at the core)
    • Open a scanned-planets archive from the map to browse past scans and jump to those worlds
    • Dates and amounts use clearer locale formatting (English uses day-first European style)
  79. Lansare 0.37.0

    • Resources now use clear color and shape coding so raw, refined, liquid, and alloy stacks are easier to tell apart
    • Orizin and Frurozin use distinct new accents that no longer clash with iron and gold
    • Colony flow view and build costs show the same resource marks as the stock lists
    • Fixed a colony overlay freeze that could lock the resource counters while the planet panel stayed open
  80. Patch 0.36.29

    • Multi-scanner ships keep the full charge pool when scanning (no more jumping down by every fitted scanner at once)
    • Phone screenshots in HEIC or AVIF can be attached to transmissions
    • Launch pad on mobile keeps the action button reachable
    • Building upgrade warnings on mobile scroll so Confirm stays usable
    • Solid phase press shows the right Frubin T2 recipe (from liquid Frubin T2)
  81. Patch 0.36.28

    • Fix transferring Frurozin from a fleet into a beacon (fleet hold showed empty)
    • Fix attaching screenshots to transmissions on phone and desktop
    • Show a clearer message when a phone image format is not supported (use PNG or JPG)
  82. Patch 0.36.26

    • Phase converters work on any matching stock you store, not a fixed recipe list
    • Crystal and other higher-tier solids can be liquefied in the liquid phase bath
  83. Patch 0.36.25

    • Refineries run about ten times slower so refining no longer eats a huge share of planet mining
    • Solid refining at a basic colony now processes ore at a trickle that fits homeworld extract limits
  84. Patch 0.36.24

    • Multiple refineries sharing the same scarce ore now all make progress instead of one hogging the stock
    • Multi-step refining chains (convert then refine) keep feeding correctly in one continuous calculation
    • When waste or refined storage is full, mining still accrues instead of being locked behind a stalled refinery
  85. Patch 0.36.23

    • Selected fleets stay visible when you zoom out on the map
    • Build and upgrade wait times match net resource production after refining
    • Refined stock counts keep updating while the planet resource sheet is open
    • Launch pad cargo list is usable again on phones
    • Selecting a fleet on mobile leaves more of the map visible
  86. Patch 0.36.22

    • Research tree opens on All categories again instead of jumping to the first branch
    • Research map pan and zoom are remembered when you reopen the research screen
  87. Patch 0.36.21

    • Play and manage your account in seventeen languages, including Portuguese, Dutch, Italian, Romanian, Bulgarian, Czech, Hungarian, Turkish, Arabic, Russian, Ukrainian, and Chinese
    • Language picker and account settings save any of those languages for the full game UI
    • Early-access clearance emails send in your language when available
  88. Patch 0.36.20

    • French, Spanish, and Polish game UI no longer shows missing or English-only strings for recent features
    • Press kit language list and creator notes are translated on marketing sites
    • Spanish docs include the full space occupation guide
  89. Patch 0.36.19

    • Research that needs refined materials now shows the real cost and deducts stock correctly
    • Small hull design and similar techs are no longer free to upgrade
  90. Patch 0.36.18

    • Browse every research, building, and ship component in the docs with requirements and costs
    • Refinery guides make clear that higher-tier materials power better combat, shields, and fast travel
  91. Patch 0.36.17

    • Marketing emails include a one-click unsubscribe link
    • Alpha round prep messages are ready for commanders ahead of the next cohort
  92. Patch 0.36.11

    • Early mines ramp more slowly so peak homeworld mining takes real investment
    • Unnamed worlds show catalog codes instead of orbit slot and geology class
    • Scanned planets show when you last explored them
    • Ship design research now also needs orizin
  93. Patch 0.36.10

    • Ship decay alerts and pushes show hours idle and ship/fleet names correctly
    • Missing error translations no longer flash raw message ids on the map
    • Spanish, French, and Polish game errors catch up with English keys
  94. Patch 0.36.9

    • New honors for colonizing planets, delivering supplies to colonies, and assembling a small nuclear-powered ship
    • Universe firsts for the first colony and for delivering 100 million resources to another planet
  95. Patch 0.36.8

    • Without a clearance code, commanders can join an early-access waiting list from sign-in
    • Command can invite those waitlisted people with a clearance code when ready
  96. Patch 0.36.7

    • Merge nearby fleets on the star map when they sit next to each other
    • Plan longer fleet journeys in hops when you unlock the Astrogation Sequencer
    • Browse the public site in Czech, Hungarian, or Turkish
    • Read the July update plus new guides on space occupation, fleet fuel, and decay
    • Blog posts turn docs links into clickable paths
  97. Patch 0.36.6

    • Push alert when a fleet begins hull decay after sitting idle (toggle in notification settings)
    • Account settings scroll correctly on mobile so you can reach all notification toggles
    • Long-range fleet moves in sector view land where you click instead of a random tile in the sector
  98. Patch 0.36.5

    • Spanish, Polish, Dutch, Italian, and Romanian marketing pages now read in the correct language
    • Chinese is available on the public site with translated homepage, guides, blog, and docs
  99. Patch 0.36.4

    • Deploy and build-cost checks now respect liquid vs solid stock — e.g. phase-bath buildings no longer show ready when only the wrong phase is stored
    • Colony resource chips and requirement lists distinguish liquid and solid when the same compound appears twice
    • Resource flow detail shows only processes that actually use that material phase
    • Requirement planner paths follow the correct refinement phase for native liquids like frubin
  100. Patch 0.36.3

    • New reference doc explains refinement tiers and matter states with an interactive diagram
    • Requirement trees no longer show misleading solid-to-liquid steps for liquid-phase compounds
    • Liquid phase bath now correctly costs liquid frubin at tier 2
  101. Patch 0.36.2

    • Small hull, nuclear-thermal engine, and colonization module are now in the component catalog for round-two expansion
    • Small hull design research unlocks the first proper warship hull beyond scouts
    • Occupation tint overlays on the star map render more cleanly without stacked darkening
  102. Patch 0.36.1

    • Open a Beacons list from the star map header to see every deployed occupation beacon, fuel level, and status
    • Filter beacons by active or dormant; tap a row to pan the map to that tile
    • Beacon coverage zones on the map now show as filled occupation disks
  103. Lansare 0.36.0

    • Deploy space occupation beacons from orbiting fleets fitted with beacon modules
    • Link beacons into networks to claim open map tiles between worlds
    • Refuel deployed beacons from your fleet using the familiar cargo transfer dialog
    • New research: Space occupation and beacon deployment tiers I–V
    • New ship components: occupation beacon modules with longer range at higher tiers
    • Beacon pins show on the galaxy map when you zoom in; planter notes on your beacons
    • New honours for claiming occupation territory across the map
  104. Patch 0.35.5

    • Refineries resume at normal speed after long stalls instead of burning through the whole backlog at once
    • Raw resource details now show stored amount, storage capacity, and maximum extraction rate
    • Ship blueprint fitting bays are easier to use with clearer edit controls
  105. Patch 0.35.4

    • Request alpha clearance before a round opens — reserve a slot by email, confirm within one hour, then receive your clearance code
    • Pre-registration countdown on the site when the next alpha wave is approaching
    • Clearance signup links on the homepage and marketing header
    • Branded 404 and error pages when something goes wrong
  106. Patch 0.35.3

    • Dutch visitors see fuller localized marketing homepage and navigation text
    • French and Dutch play-style guide pages read more naturally in those languages
  107. Patch 0.35.2

    • Marketing site and homepage are now available in every supported language
    • New guide pages explain what you can build, how you might play, and what a session should feel like
    • Press kit page for streamers, creators, and journalists
    • Optional analytics cookies with a clear accept/decline banner; no tracking when Do Not Track is on
    • Homepage copy and stats updated, including 99 distinct world types in the economy overview
  108. Patch 0.35.1

    • Zoomed-out fleet move on mobile no longer shows a stray blue box inside the sector grid
    • Sector reachability highlights stay aligned with the 3×3 grid when panning the star map
  109. Lansare 0.35.0

    • Second alpha opens 25 July; pre-registration for 10 commander slots starts Sunday 11 July at 14:00 CEST on xwars.net
    • Blueprint missions reduce ship-building busywork - queue a schematic and let the colony run the pipeline
    • Colony screen on mobile: redesigned ops board, detail sheets, and tap-first flows
    • Phase matter conversion moves one step at a time; new late-game buildings can liquefy gas and neutralize plasma
    • Poorer mining worlds gain industrial bonuses so every planet stays strategically useful
    • Round two preview on the blog: richer star-map play, colonisation, system flags, and early contact with other commanders
  110. Patch 0.34.10

    • Ship factory opens on a new custom blueprint with a clearer layout and required blueprint name
    • Orbital inventory shows labeled, sorted components in the production tab
    • Colony ship missions keep their plan steadier and advance steps in order
  111. Patch 0.34.9

    • Blueprint missions add missing launch steps when components are still queued on the launchpad
    • Colony mission overview shows when the build plan was adjusted
    • Mission retry returns immediately instead of blocking while the queue runs
    • Page language stays correct when switching locale
  112. Patch 0.34.8

    • Blueprint missions waiting for materials show a steady countdown instead of reloading every few seconds
    • Orbit logistics stays quiet while a mission is blocked on resources or fuel
    • Archive and restore your ship blueprints from ship production
    • Clearer mission progress with scheduled step hints in colony overview
  113. Patch 0.34.7

    • Next-round countdown is visible to everyone, including visitors who are not signed in
    • Honors hall shows last round achievements and leaderboards again during intermission
    • Guests can open the honors page while waiting for the next round to start
  114. Patch 0.34.6

    • Planets stay clickable on the star map while a fleet is selected — use the action bar to view, focus, or transfer
    • Opening a colony or scan from the fleet dock no longer snaps back to the map
    • Planet scans from a fleet now show the countdown and dossier overlay correctly
  115. Patch 0.34.5

    • Blueprint missions for your own ship designs now automatically schedule missing component builds instead of stalling on "missing components"
    • Stuck missions recover on retry or within a few seconds without manual intervention
    • Launch and assembly steps show clearer wait times while parts are still being produced
  116. Patch 0.34.4

    • Blueprint missions show when a blocked step is scheduled to run again, with a live countdown
    • Components reserved for an active blueprint mission are marked on planetary storage so manual use is visible
    • Missions recover more reliably when resources arrive late or parts are used elsewhere before launch
  117. Patch 0.34.3

    • Inspect raw resources or refined stock to see animated flow graphs of where material goes and how it is made
    • Top consumers are highlighted with per-second rates on downstream views
  118. Patch 0.34.2

    • Refinery panels show a visual two-input flow; tap any node to change inputs or the output recipe
    • New resource picker dialog for choosing stacks and output targets on mobile and desktop
  119. Patch 0.34.1

    • Component factory on mobile is easier to use with many factories — tighter layout and tap-to-select with build always at hand
    • Accidental pinch-zoom on menus and panels no longer traps the HUD; map and colony zoom still works as before
  120. Lansare 0.34.0

    • Component factories, launchpads, and ship yards share one reliable per-colony work queue so builds, cargo flights, and assembly finish in order
    • Blueprint colony missions continue to run through the same queue with clearer progress timing
  121. Patch 0.33.3

    • Map header and HUD stay pinned on mobile while scrolling overlays and requirement sheets
    • Upgrade and resource requirement sheets show a clearer production dependency tree
    • Deploy and research pickers use a consistent swipe stepper on mobile
    • Planet surface zoom feels smoother on trackpad and pinch gestures
  122. Patch 0.33.2

    • Building tiles no longer show a warning while waiting for a free parallel build slot
    • Compact map markers skip the attention badge when a queued upgrade already has its materials
    • Upgrade timer shows BLOCKED instead of QUEUE when resources are missing even at the parallel cap
  123. Patch 0.33.1

    • Fix planet surface upgrade dependency hints when refined materials are missing
  124. Lansare 0.33.0

    • Large colonies stay responsive when zoomed out; compact tiles show upgrade progress and attention markers
    • Headquarters and other buildings show missing refined materials with a clickable dependency breakdown
    • Component factory and blueprint builds show clearer errors when queues are busy instead of a generic failure
  125. Lansare 0.32.0

    • Colony surface map stays smooth when zoomed out on large bases — buildings show as color blocks until you zoom in or select a pad
  126. Lansare 0.31.0

    • Launchpad to-orbit aborts restore cargo even when planet waste storage is full, so launches no longer stay stuck
    • If a launch abort cannot restore cargo, the launchpad unlocks and you see a clear warning instead of a frozen slot
  127. Lansare 0.30.0

    • Star map pinch and pan no longer lock up on phones and tablets
    • Maximum zoom on mobile is capped so the map stays responsive during touch navigation
    • Double-tap zoom and pan momentum are disabled on touch layouts to reduce accidental zoom
    • Pinch gestures on mobile use a tighter zoom step for smoother camera motion
  128. Lansare 0.29.0

    • Star map pinch and pan no longer freeze after aggressive zoom on mobile
    • Smoother star map camera motion while pinching or dragging
    • Star map recovers cleanly when a touch gesture is interrupted or cancelled
  129. Lansare 0.28.0

    • Star map zooms through multiple detail levels as you zoom out, with clustered sun markers at macro scale
    • Star map minimap shows your position in the galaxy; tap it to pan; separate zoom buttons removed
    • Pinch-to-zoom, double-tap zoom, and pan momentum on touch devices when navigating the star map
    • Colony ops list uses a responsive card grid on wider screens
    • Blueprint ship missions confirm faster with a starting overlay instead of waiting on the server
  130. Patch 0.27.1

    • Support can restore access to your commanders after the alpha round ends when your account is approved to continue
  131. Lansare 0.27.0

    • Colony resource ticks pause when you switch browser tabs or close the planet view, reducing background CPU use
    • Mobile colony HUD shows when stocks last synced and offers a manual refresh
    • Refined compounds browser on mobile adds a back-to-list control when viewing one compound
    • Command can email you when a private support relay thread is opened on your account, with a link to reply in-game
    • Research and colony stock timers respect tab visibility so progress UI does not advance while the tab is hidden
  132. Patch 0.26.1

    • Open Command relay from the honors hall after the alpha round ends
    • Support reply notifications open the relay desk instead of the sealed map
  133. Lansare 0.26.0

    • Build and upgrade panels show a unified materials summary with a magnifier for full processing pipelines and dependencies
    • Colony HUD: tap raw resource bars or active refined stock chips to inspect live resource flow on that planet
    • Planet build grid includes a minimap to jump the camera while panning and zooming the surface
    • Colony overview adds a flow diagram toggle alongside ops list and surface grid views
    • Phase converters list only valid recipe inputs and explain research or stock blockers before you start a run
    • Deploy picker and factory panels use the same requirement affordance as construction upgrades
    • Launchpad cargo slots, per-slot capacity, and transit times scale with launchpad level
    • New achievements for phase transitions, first refined output at each tier, and being first in the universe to reach tier 5
    • Headquarters upgrades from level 6 onward draw on escalating refined material tiers in addition to raw ore costs
  134. Patch 0.25.3

    • Deploy and building catalog show which refinery type can produce missing refined materials
    • Blocked deploy messages explain liquid, gas, or plasma recipes and input pairs instead of generic tier-3 plasma text
    • Refined material cost lines include a production hint when you are short on stock
  135. Patch 0.25.2

    • Honors page includes the full highscore hall next to your achievement record after the alpha round
    • Open browser tabs pick up new production deploys automatically without a manual hard refresh
    • Select-player no longer clears your active commander on every revisit when the round is locked
  136. Patch 0.25.1

    • After the alpha round closes, signed-in players land on a dedicated Honors page with achievements and the debrief survey
    • Alpha countdown and round-end redirects go to Honors instead of a locked select-player screen
    • Deployment modal remembers your last building schematic within each category
    • Colony blueprint mission overview shows clearer labels for individual build and launch steps
    • Star map camera stays aligned when switching between galaxy view and planet overlays
  137. Lansare 0.25.0

    • Colony blueprint missions track each component slot individually for clearer build and launch steps
    • Map overlays and colony panels sit below the full header when the alpha countdown row is visible on mobile
    • Fleet move orders open as a fullscreen dialog on mobile
    • Star map colony dock adds an Open colony button beside Jump to your homeworld
    • Orbit panel tabs are easier to read and tap on small screens
  138. Patch 0.24.2

    • Co-authored-by: Cursor <cursoragent@cursor.com>
  139. Lansare 0.24.0

    • Colony blueprint missions run end-to-end: plan steps, watch progress, pause, resume, or stop from the colony board
    • Failed mission steps can be retried when prerequisites are ready again
    • Alpha round countdown on select-player; short feedback survey after the round closes for regular players
    • In-game UI available in French, Spanish, and Polish (choose language in account settings)
    • Map links keep more of your open panels and tabs when shared or bookmarked
    • Clearer launchpad and orbit cargo views while batches queue and lift off
  140. Patch 0.23.5

    • Building on very large colonies should feel faster and show Sync instead of Uplink while orders catch up
    • Fewer colony-busy warnings when several build orders overlap
  141. Patch 0.23.4

    • New short blog post explaining no large deploy today and previewing colony queues and blueprint missions still in testing
  142. Patch 0.23.3

    • Support page keeps the command relay header at full height on desktop
  143. Patch 0.23.2

    • Colony strip stays visible at the bottom of the map even when you have no fleets deployed
    • Fleet briefing shows ship hull integrity decay when idle away from maintenance
    • Support tickets can be opened from shareable links that restore the right tab and ticket
  144. Patch 0.23.1

    • Double-tap a fleet or planet on the star map to jump the camera to it
    • Single tap still selects without moving the map view
  145. Lansare 0.22.0

    • Fleet panel lists your colonies and lets you scan nearby planets from a selected fleet
    • Clearer fleet command dock on mobile when switching between fleet and planet focus
    • More reliable planet construction upgrades and fleet ship assignments on the map
  146. Lansare 0.21.0

    • New week-one blog post on mobile orbit improvements and recent fixes
    • Load fleet fuel from the orbital hangar with a tap on mobile devices
  147. Patch 0.20.4

    • Ship factory shows a full assembly progress view while a hull is being built
    • Fleet cargo exchange dialogs work better on mobile
    • Fleet command panel is more compact on small screens
  148. Patch 0.20.3

    • Upgrading an orbital launchpad now adds cargo bays, larger loads, and faster transits
    • Launch fuel base rises slightly with pad level; heavier payloads still cost more frurozin
    • Higher launchpad upgrade tiers cost significantly more resources
  149. Patch 0.20.2

    • Disbanding a hangar fleet returns its cargo to the colony; recall deployed fleets first
    • Component factory and launchpad panels adapt layout for mobile vs desktop
    • Launchpad cargo staging scrolls more reliably on smaller screens
  150. Patch 0.20.1

    • Ships on the map no longer appear as unassigned in orbit hangars
    • Hidden Eagle Eye achievement for players who report critical bugs
    • Energy cap dialog shows colony grid impact and other structures affected by power changes
    • Launchpad to-orbit transfers deduct components and resources from the planet correctly
  151. Lansare 0.20.0

    • On phones, the component factory and launchpad use dedicated mobile layouts — browse stock, pick schematics, fill cargo bays, and launch without the desktop drag board
    • The research tree on mobile opens a swipeable detail sheet that follows the same left-to-right tech order as the graph
  152. Patch 0.19.3

    • Fleet Wishes (public support): any commander can read, comment, and vote
    • New world-first achievement for collecting 100,000 waste
  153. Patch 0.19.2

    • Planet surface building images load reliably while panning and zooming the colony grid
  154. Patch 0.19.1

    • Account settings: choose which push alerts you receive (builds, research, components, orbit cargo, ship assembly, support replies, achievements, warnings, and errors).
    • PWA push respects those toggles and fires on matching timer completions.
    • Upgrading a power plant or storage depot asks for confirmation and shows simulated impact (grid supply, extraction, depot capacity, and possible stock loss).
  155. Lansare 0.19.0

    • Support replies and community tickets render Markdown (bold, lists, links).
    • Attach short videos to support tickets alongside screenshots.
    • Solid refineries produce at most half a tier-upgraded stack per two inputs at
    • early levels; waste is fractional and scales with refinery level.
    • New blog post: early alpha week-one update (21 June dispatch follow-up).
  156. Patch 0.18.1

    • Colony HUD on phones is more compact — energy stays readable at three digits
    • and raw resource rows show stock/cap with tap-for-breakdown tooltips.
    • Support tickets can include short video attachments when reporting bugs.
    • Achievement celebrations should flicker less on Android.
    • Co-authored-by: Cursor <cursoragent@cursor.com>
  157. Lansare 0.18.0

    • Choose or create your commander on a redesigned select-player screen — pick a race
    • portrait, read the rim-world backstory, and see whether a name is already taken
    • before you launch.
    • Zoom far out on the star map to see the 100×100 sector grid, system suns, and
    • in-transit fleet routes; long-range fleets can target whole sectors when the map
    • is zoomed out enough.
    • Planet scan dossiers now show the occupying commander’s name when your intel
    • includes an owner.
    • Co-authored-by: Cursor <cursoragent@cursor.com>
  158. Lansare 0.17.0

    • Raw and refined stock now respects matter state — liquid frubin no longer feeds a
    • solid refinery; tier-0 stacks can be converted across phases at dedicated
    • converter buildings with a new surface panel.
    • Scout ships carry frurozin in the engine’s plasma tank; fit plasma storage modules
    • to expand fuel or cargo lanes by matter class.
    • Component factories share a planetary storage limit — build component vaults to
    • hold more crafted parts before shipping them to orbit.
    • Early solid refinement runs slower while scout part costs drop, keeping the ~2-hour
    • first-scout path without flooding tier-1 stock.
    • Optional email magic-link sign-in joins Google, Discord, and Twitch on login and
    • clearance when Resend is configured.
    • Achievement medals toast above map overlays and stay dismissible across reloads.
  159. Lansare 0.16.0

    • The star-map fleet panel is now a command dock — rename your fleet, expand a full
    • briefing, watch transit progress, and reach move/scan/transfer actions from a
    • compact action strip.
    • Craft a Long-range comms module and Signal transmission research to order scout
    • hops up to 100 tiles across empty space (beyond the scout engine’s local range).
    • Precision component assembly unlocks choosing refined material tier when crafting
    • tier-variable modules at your surface factory.
    • Fleets that sit idle on the map slowly lose ships; deploy an orbital maintenance
    • factory near a friendly world to halt decay within five tiles.
    • Early progression is tuned so a focused homeworld can reach its first scout recon
    • ship in about two hours, while late espionage and multi-state refinement stay costly.
    • The research overlay now lists what a technology needs and what it unlocks beside
    • the interactive tech tree.
  160. Patch 0.15.1

    • Sentry sourcemap uploads.
    • Marketing site adds blog posts, legal pages, and SEO metadata for
    • discoverability.
  161. Lansare 0.15.0

    • New accounts require a one-time invitation code — share `/clearance` privately and
    • Profile pictures and support screenshots are now served through the game server so
    • storage credentials stay off the client.
    • Production builds integrate Sentry error tracking for the web app and background
    • workers, making crashes and failed jobs easier to diagnose.
  162. Lansare 0.14.0

    • Support threads now update live — open tickets in two tabs and see new admin replies
    • and read-state sync without refreshing.
    • The marketing homepage is available in 13 languages; in-game UI stays English or German.
    • Upload a custom commander portrait in account settings (when S3 is configured).
    • Ionisation research now requires building a Scout engine first, matching classic
    • propulsion progression.
  163. Lansare 0.13.0

    • Open Command relay from your commander profile on the map or visit `/support` to file
    • tickets, reply in threads, attach screenshots, and browse the public community board.
    • The Honors overlay now includes a Highscores hall — ranked by weighted resource spend
    • across planets, fleets, and research (not raw stockpiles).
    • The map header is cleaner: your commander name opens a menu to switch characters,
    • open settings (including rename), reach support, or sign out.
  164. Lansare 0.12.0

    • Map panels and dialogs now stack properly — open research from the factory, or
    • metrics from a ship, and Escape closes only the top layer instead of everything.
    • Overlays sit above the map with consistent framing and no z-index fights between
    • factory, launchpad, orbit, refinement, and fleet dialogs.
    • Switching planets or clicking the same planet again closes colony panels so you
    • are not left with stale factory or launchpad UI from the previous selection.
  165. Lansare 0.11.0

    • The game is now available in English and German — switch language from login, player
    • selection, or the new account settings panel on the map.
    • Shareable map URLs stay the same (no `/de/` prefix); your language preference is
    • saved to your account and remembered on return visits.
    • In-game alerts, deploy blockers, fleet commands, planet scan dossiers, and the
    • marketing homepage all display in your chosen language.
    • API and worker errors now use translation keys so messages stay consistent across
    • the HUD, toasts, and future locales.
  166. Lansare 0.10.0

    • Star map, planet overlay, and surface grid are reorganized under the hood — same gameplay,
    • New exploration medals reward scanning planets, lifting fog, ranging far from home, and
    • discovering systems at scale — including two universe-first prizes for the deepest explorers.
    • Distance-from-homeworld and planet-scan milestones now track automatically as you deploy
    • fleets and complete surveys.
  167. Lansare 0.9.0

    • Park a fleet next to an unexplored planet and run a planet scan — fuel is deducted,
    • a countdown plays, and survey intel is saved to your empire dossier.
    • Open scanned foreign worlds to read a travel-magazine survey report with class profile,
    • physical stats, deposit grid, and seeded field notes.
    • Intel modules now unlock in stages: system recon, planet scan, and deep observe each
    • require their own research tier.
    • Five-step power plant line from wind through fusion replaces the old single starter
    • generator, with escalating output and research gates.
    • Scout engines reach farther across the map and cruise faster based on fitted engine stats.
  168. Lansare 0.8.0

    • Compose hangar fleets in the Orbit panel — group assembled ships, load frurozin from
    • your planet or factory, and deploy to adjacent map tiles to scout nearby space.
    • Deployed fleets appear on the star map; recall them to regroup cargo and ships at home.
    • Fog of war now uses a persistent exploration map that expands as your fleets deploy
    • and reveal tiles around their destination.
    • Raw resources carry correct matter states (solid ores, liquid frubin, gas orizin,
    • plasma frurozin), matching depot storage lanes and refinement behavior.
  169. Lansare 0.7.0

    • Build an orbital launchpad to ship components and resources between your planet
    • surface and orbit — component factories now focus on crafting only.
    • Stage up to three cargo slots per launch with drag-and-drop; heavier payloads cost
    • more frurozin fuel to reach orbit.
    • Watch timed launch cinematics as rockets climb to orbit and factories deploy in space.
    • Design and save custom ship blueprints in the orbit panel, then assemble them from
    • factory stock; component stats show mass, energy, and fitting details in the catalog.
    • New marketing homepage highlights game depth from live ruleset stats; legal imprint
    • page added.
  170. Lansare 0.6.0

    • Each component factory on a planet now runs its own build and send queue —
    • two factories can craft or ship parts in parallel instead of sharing one slot.
    • The factory panel opens from the specific building you clicked and shows when
    • your other factories are busy elsewhere on the same planet.
    • New component catalog artwork for planet-scan/observe espionage modules and the
    • ship-factory special component.
  171. Lansare 0.5.0

    • Build a component factory on your planet, craft scout parts from refined materials,
    • and manage planet-side component stock from the new factory panel.
    • Deploy an orbital ship factory, send components into orbit, and assemble a scout
    • recon ship from the Orbit panel.
    • Load frurozin fuel into your assembled ship and deploy it to an adjacent system to
    • expand fog-of-war intel.
    • Component factory and scout part artwork added; real-time updates push over
    • WebSocket when builds, sends, and assembly complete.
  172. Lansare 0.4.0

    • Early game progression is rebalanced: a tighter starter colony, staged extractors
    • and research gates, and enough starting stock to reach your first milestones
    • without idle waiting.
    • New structures deploy through a schematic modal that shows costs, blockers, and
    • how many builds you can run at once; player-placed buildings now take time to
    • finish construction.
    • Buildings under construction or upgrade no longer draw power or produce resources
    • until their timer completes.
    • Achievements track your empire milestones — unlock medals from the map HUD, with
    • toast notifications when you earn them.
    • The research tree shows dedicated artwork per technology; login and player
    • selection handle expired or stale sessions more reliably.
  173. Lansare 0.3.0

    • Fleet orders now show reachable orbit tiles, animated transit paths, travel
    • ETA, and frurozin fuel cost before you engage.
    • Research opens as an interactive tech-tree overlay from the map HUD — browse
    • dependencies, pick a funding colony, and start research with live progress.
    • Planet strip adds a Waste bar once refineries exist, with production rates and
    • a clear warning when waste storage is full and refinement stalls.
    • Smoother planet HUD: energy-cap sliders no longer reset stock while dragging,
    • colony energy tooltips explain load, and refinement utilization is visible at
    • a glance.
    • Map polish: Escape closes the topmost overlay first; star-map and planet-surface
    • camera positions persist between sessions; refinery and depot tiles use new art.
  174. Lansare 0.2.0

    • Refinement and colony energy HUD improvements. Matter-state refineries
    • (solid/liquid/gas/plasma) run continuously with recipes, waste, and compound
    • discovery. The planet strip shows net raw rates (mining minus refinery draw),
    • live refinement throughput, and per-structure energy sliders that update pig-iron
    • and refinement output while you drag — including at partial caps like 9%. Map
    • updates push over WebSocket instead of polling. Research lab and refinement
    • panels are available from the surface grid.

Înapoi la pagina principală · Blog