Inter-War Version 0.15

Published:

Game Mechanics, Combat and Economy Update

  • The system-controlled player development system has been significantly expanded. Bots now make more thoughtful decisions instead of repeatedly upgrading the same type of building.
  • Bots now balance their economy more effectively, catching up underdeveloped mines according to their strategy.
  • Each bot strategy now has its own priorities: economy-focused bots invest more often in metal, research-focused bots in crystal, while expansion-focused bots maintain a higher share of deuterium production.
  • Robotics Factory development has been adjusted so it is no longer excessively upgraded at the expense of the basic economy.
  • Bots now progress through infrastructure in a more natural order, building the Research Lab, Shipyard and technologies required to unlock the Nanite Factory.
  • Energy shortages are a high priority for bots — before continuing development, they first try to restore sufficient power on the planet.
  • Bots using the same strategy may now follow different but still logical development paths, making their planets less repetitive.
  • Added the “Disable mobile skin” option in all language versions, allowing players to use a Command view on mobile that is closer to the desktop version.
  • Fixed completion of the Localization Resort, including upgrading it from level 0 to 1. The issue with the queue getting stuck at 0 seconds and the Capitol page refreshing in a loop has also been resolved.
  • Improved energy scaling on fast universes. The economy speed multiplier now affects both energy production and mine consumption, so highly developed economies also require appropriately developed energy infrastructure.
  • Corrected Fusion Reactor production and the effect of Energy Technology.
  • Secured the outcomes of expeditions, Dark Matter Moon missions and espionage so players cannot predict future rewards, events or losses.
  • If a mission is processed again after a server error, the previously generated result is preserved. The mission no longer receives another chance to roll a more favorable outcome.
  • Hardened the Dark Matter Moon mechanic to limit selecting favorable outcomes by predicting the result and recalling the mission.
  • Improved random rolls related to espionage detection and probe losses.
  • Additional random mechanics related to PvE combat, pirate station placement, moons, colonization and the lottery have also been improved.
  • These changes do not alter the core balance of these mechanics — existing reward ranges, probabilities, costs and flight times remain unchanged.
  • The combat engine has been reworked to improve battles involving very large fleets, including extremely high unit counts.
  • Improved Rapid Fire, shields and explosions of damaged units. Fire from both sides is now correctly resolved simultaneously in each combat round.
  • Improved the moon creation mechanic. Creating a moon after battle no longer reduces the debris field.
  • Updated the Moon Destruction mission: a normal battle now takes place first, and the destruction attempt is only possible after victory and if at least one Death Star survives.
  • Improved fleet behavior after moon destruction, including returns to the linked planet and missions flying toward a target that no longer exists.
  • Expanded ACS group attacks. Invitation support and synchronized arrival times for participating fleets have been added.
  • The default ACS limits are now 5 players and 16 fleets. The rules for delaying a group attack have also been standardized.
  • Improved Sensor Phalanx behavior, including visibility rules for different mission types and flights between planets and moons.
  • The phalanx scan cost is now consistent within each universe.
  • Interplanetary Missiles now allow players to select a priority defense type to destroy.
  • Improved interplanetary missile flight time calculations and removed them from the standard fleet slot limit.
  • Reworked expedition calculations. Possible outcomes are now based primarily on the value of the deployed fleet rather than only the number of units.
  • Added a maximum fleet value that affects reward size. Sending an even larger fleet no longer increases potential rewards indefinitely, but it can still increase possible losses.
  • Adjusted expedition hold time. Longer stays affect event chances and risks, but the benefits of very long missions are limited.
  • Added the effect of Plasma Technology on mine production. Each level increases metal production by 1%, crystal by 0.66% and deuterium by 0.33%.
  • The Plasma Technology bonus is displayed directly in the production overview.
  • Restored the Avatar point reset button in the Command view, including when all available points have already been assigned.
  • Improved the display of energy in the header. When energy is insufficient, a negative value now shows the actual amount of missing power.
  • Restored separate production entries for the Solar Plant, Fusion Reactor and Solar Satellites.
  • Each energy source can once again be adjusted independently from 0% to 100%.
  • Setting the Fusion Reactor to 0% also stops its deuterium consumption.
  • Improved production setting changes: resources for the period before a change are first calculated using the previous settings, and only then do the new percentages take effect.
  • A number of smaller stability improvements have also been introduced for combat, moons, ACS, phalanx, missiles, expeditions, production, and both mobile and desktop interfaces.