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Update 1.1.1 Changes: Battle Management screen added, along with the number of active, incoming and incoming alliance battles being shown on the main screen under the "Battles" button. Toggle to automatically view a defense battle or not added on Battle Management screen. I've made the following changes to make HP/Armor/Shield regeneration over time play a greater role and make it feel more like a fleshed out mechanic: HP Regeneration timer tick rate changed from 30 seconds to every 5 seconds. Base Regen amounts were adjusted to be slower per tick than before since it ticks 6 times faster, but slightly faster overall. Shield and Armor modules updated to also make shields/armor regenerate a bit faster per tier or quality improvement. Spaceport still makes Shields/Armor/Hull regenerate faster for every Tier. Too much information version - For people that want the actual numbers, here are the numbers I've come to after testing and setting the values to what feels right: Every 5 seconds - Base Shield regen: .5% (of max Shields) Base Armor regen: .25% (of max Armor) Base Hull regen: .25% (of max Hull) Shield Generator regen per Tier and Quality improvement: .05% Armor Plating repair per Tier and Quality improvement: .05% Spaceport regen per Tier: .2% Selected fleet not updating when HP changes fixed. Ship HP/Armor/Shields not ticking up slowly when owner is logged out fixed. The first mission where you're supposed to orbit the Manthra type planet in the starter system counting when you orbit any planet fixed. I finally got it to split the work of loading the universe into 8 parallel threads without turning into error soup, which makes the server boot up twice as fast. Andromeda building tier limit removed. Reworking FTLDs + PvP shield a bit: I think the best solution that fixes the issue of people being able to block off entire systems with alts using FTLD + PvP Shield is to have PvP Shield fully protect against attacks and piracy, but disable FTLD while PvP Shield is active. Fleet selected not always updating when something changes (such as a ship being repaired and combat power rising) fixed. Bug where the amount of Stimulants used went up every second fixed. (Building current worker count wasn't being cleared between ticks) Small server and client performance improvement by caching wait timers instead of creating new ones every time. Bug where land units weren't properly removed from the planet when deleted via the land unit inventory fixed. Bug fixed where viewing the encounter screen with orbital defenses alone would create a placeholder fleet for the orbital defenses and not remove it, leaving a bugged blank named fleet in orbit above the planet. Unowned planets with orbital defenses now allow someone to enter orbit without destroying the orbitals. 10-15 minute delay between NPCs respawning on unowned planets, and attacking the same owned planet. I noticed sometimes after you destroy an NPC fleet another one takes it's place before you have a chance to do anything, so this is to address that. Add to fleet button not masking properly fixed. Land Units disappearing after a successful attack fixed. Land invasion effect being too far from the planet fixed. Selecting your own fleet with the magnifying glass in the middle not setting it as your currently viewed fleet (And saying unable to add ships when you try) fixed. Selected fleet CP on top bar not updating when a module is equipped/unequipped fixed. Bug fixed where the first campaign mission wasn't checked off on the campaign screen until some time after the first raid was started. "Server Booting Up!" and "Server Maintenance!" message for when the server isbooting up or shutting down added to the top of the login screen that disappears when the server is done booting up added for convenience. Unity updated to 2021.1.16f1 (latest stable release). Universal Render Pipeline updated to 11.0.0. Unable to unload troops onto your own planets with PvP Shield fixed.
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