Your mission crates only show for you.
- Fixed other pilots’ mission crates appearing on your scanner as scoopable loot.
Nobody can poach your objective crates.
- Fixed mission-spawned recovery crates being scoopable by other pilots on the same beat.
Beaten pilots get a head start.
- Added a short grace after recovering a downed hull before story hostiles re-engage you.
- Added a hold-full notice when a cargo container in scoop range cannot be collected.
Mission ore lives in the belt now.
- Changed mining missions to stock their ore in the sector’s asteroid belt.
- Added a belt-pointing objective beacon when no rock is on your scanner.
- Fixed story kill scenes that could go quiet in the Federation and Mercenary arcs.
- Fixed set-piece enemies following you into trial arenas and the tutorial pocket.
- Changed story hostiles to hold pursuit while you run a gear trial or sit docked.
- Added the T1 mining laser and salvage cutter to every authored port’s shop.
- Changed the tutorial scoop lessons back to collecting 3 of 5 crates.
Asteroids are now real 3D rocks that tumble.
- Replaced asteroid sprites with live-generated 3D rocks that tumble in space.
- Improved mining AI target search in dense asteroid fields.
Big fights cost the server far less.
- Improved server performance during large fights in crowded sectors.
Radar holds up in crowded systems.
- Fixed stations, gates and planets dropping off radar in very crowded sectors.
- Fixed hostile players not reading as hostile on nametags during a fight.
- Improved server performance with many ships in one system.
New Veteran rank between Member and Officer.
- Added a Veteran guild rank between Member and Officer.
- Added a Veterans-and-up access preset for player bases.
Cloak a base to hide it from radar.
- Added base cloak fields that hide a base from scanners.
- Added guild-access presets to the base settings tab.
- Added more base types across every tier.
Steer your base from a radar map.
- Added a command radar to steer a free-floating base.
- Added map markers your guildmates can see.
- Added a base settings tab with rename and defense posture.
- Added more base types across the tiers.
Rebuild a wrecked base by staying near it.
- Added rebuilding a wrecked base by staying near it.
- Added shield and capacitor conditioning base modules.
- Added surface versions of the combat base types.
Siege rival bases in the Void.
- Added Siege Camps to attack rival bases in the Void.
- Added a per-system limit on how many bases fit.
- Added a jump inhibitor that traps hostiles near a base.
- Added capacitor modules so base turrets sustain fire.
- Added recall so free-floating bases can move to you.
New base families with fresh utility modules.
- Added eight new player-base families.
- Added a special utility slot to every base.
- Added Sensor Array modules that extend base turret range.
- Added a Repair Bay module that rebuilds base structure.
Bases now defend themselves in the Void.
- Added base kits so bases deploy with working starter gear.
- Added base defense turrets that auto-fire on nearby hostiles.
- Added base shields, structure, and damage resistances.
- Reworked base gear to hit much harder.
- Enabled attacking and destroying bases in the Void.
A longer tutorial across a bigger starter zone.
- Expanded the opening into a 10-quest tutorial.
- Grew the starter zone from 4 systems to 8.
- Added the Spur Relay trade station.
Trader cargo-recovery missions are completable again.
- Fixed trader storyline missions that asked you to recover scattered cargo but spawned none.
Earn all five tier-1 gear certs, guided.
- Added Tier Up I, a quest for earning all five tier-1 gear certifications.
- Moved the weapon, shield, and sensor trials to their own dedicated systems.
- Made some mid-game story combat tougher.
A Mercenary patrol contract can now be finished.
- Fixed a Mercenary patrol contract, run out of Boneyard Salvage, that could not be completed.
Looted credits now carry a small salvage tax.
- Added a small salvage tax skimmed from every batch of looted credits.
- Changed credit loot to count toward the Top Earners board.
Two story missions are now completable.
- Fixed a Mercenary story mission whose module thief target could not be killed.
- Fixed a Federation convoy-defense mission that could not be completed.
- Toughened the friendly convoy freighters so a stray shot no longer destroys one.
Your leaderboard ranks now show on your profile.
- Added your live leaderboard standings to your player profile.
- Replaced the wealth leaderboard with a Top Earners board for lifetime earnings.
See how your pilot stacks up.
- Added a career stats panel to your account page.
- Made the leaderboards show live standings.
- Split the kills leaderboard into separate NPC and PvP boards.
- Started tracking missions completed, credits earned, damage dealt, and bosses killed.
Early fights have a bit more bite.
- Reworked the opening tutorial fight into a proper short engagement.
- Made the weakest tier of gear a bit stronger.
Find where to hunt your kill-mission targets.
- Fixed a Federation story fight that dragged on against an over-tough enemy.
- Added a journal hint showing where to find a kill mission’s targets.