Praxion-7: v0.6.6.0 "PreAlpha"
Follow Discord for devlogs and previews
New / Added
- Codex. Press F1 to open an in-game reference covering nine categories: Mechanics, Items, Modules, Ships, Ammunition, Research, Licenses, Races and Factions. Hover an item, module or ship and press F1 to land on its article. Alt plus left arrow walks you back, and every underlined term in chat, jobs and tooltips opens the matching page. The Mechanics section grew from 1 article to 58.
- Ledger. Press L, or click the wallet readout in the left rail, to see every credit that moved and why. Each row carries a reason: market settlement, quest reward, repair, reprocess, production, enclave deposit, ship scrapped and the rest. Summaries cover the last 24 hours by hour and the last 30 days by day. The Ledger keeps 30 days of history.
- Assets tab. The Ledger's Assets tab lists every island and ship where you keep something, with item counts, volume and value. Pick a place on the left to read its manifest on the right, search it, and expand a ship inside its island's list to see that ship's cargo in place.
- Blackbox lifetime record. Your blackbox list carries running totals for kills, losses, value destroyed and value lost.
- Character sheet and Optic Signature. Press C, or click the mark at the top of the left rail, to open your own sheet. Character creation gained a fourth step where you shape your Optic Signature, the generated mark that stands in for a portrait wherever your name appears. It opens on the mark derived from your pilot id with a single Edit button. Behind that button sit three stepper axes, eight sliders, 7 tints and 8 seed variants. You set it once and it does not change after that.
- Hull conditions on the HUD. Active hull conditions draw as icons under the hull bar: fire, power leak, flooded compartment, impaired propulsion and damaged steering.
- Velocity and evasion readout. The vitals panel shows your hull's name over its faction, class and size, with live ground speed and your current evasion percentage beside it.
- Per-level research tables. A research node lists the cumulative value of its effect at every level.
- Launcher dead zones on the range overlay. A weapon with a minimum range draws its overlay as a ring with a hole. Fire at something inside the hole and the game reports the target's distance and the weapon's minimum instead of dropping the shot without a word.
- Decrypter strength lowers the challenge tier. A fitted decrypter gives a chance that the challenge a beacon issues comes in one tier easier than the beacon itself, across Cipher Cascade, Frequency Attunement and Subspace Anchor. Against a Tier 4 beacon the per-step drop chance is 12% on a Decrypter, 23% on a Decrypter II and 33% on a Decrypter III, and each further step down needs another independent success. Decryption Theory at level 10 takes the Decrypter III to 43%. A Tier 1 beacon has no room to drop and comes through unchanged.
- Concord chat. Concord members get their own channel alongside Fleet, Enclave, Local and Global.
- Fleet roster controls. You set your own wing and squad from the roster. Kick controls only appear on pilots you outrank: the commander may kick anyone, a wing commander may kick unranked pilots and squad leaders in their own wing, and a squad leader may kick unranked pilots in their own wing and squad.
- Text Size. A separate slider in Interface settings scales interface text from 100% to 160% in 5% steps, leaving window and HUD geometry to UI Scale. It applies to what is already on screen.
Changed / Balance
- Market listing fee moved to submission. Sellers pay the 5% fee when the order goes in, calculated on the asking price times the full submitted quantity. You do not get it back, filled or not, and cancelling or letting a listing lapse returns your goods but never the fee. Fills then credit at the full gross. Buy orders pay nothing.
- You can only list unused licenses. A license you have already spent a charge on, or one a quest issued you, stays in storage and will not go on the market. The trade panel names which of the two blocks the sale.
- Size prefixes dropped from module and ammo names. Light Emitter is now Emitter, Medium Standard Shell and Heavy Standard Shell are both Standard Shell, and Decrypter Mk.I through Mk.III read as Decrypter, Decrypter II and Decrypter III. A Roman-numeral chip on the tile, tooltip and market row carries the caliber.
- Caliber Mastery narrowed to kinetic guns. Compact, Standard and Heavy Caliber Mastery gave +15% / +12% / +10% effectiveness to every module of caliber 1, 2 and 3. They now give those same numbers as kinetic gun damage alone. Which modules they unlock has not changed.
- Beam Coherence folded into Beam Intensity. ENE-01 drops its energy weapon damage falloff line and carries +1.5% energy weapon damage per level to +15%. The old ENE-02 is gone, and Harmonic Disruption needs ENE-01 at level 5. Energy Warfare holds 5 nodes instead of 6.
- Metabolic Drain. COR-06 goes from +0.5% to +5% power drain per level, raising its ceiling from +5% to +50%. It multiplies drain a weapon already does. A weapon with none stays at zero.
- Design Comprehension. IND-06 gives +1 license complexity per level, raising its ceiling from +4 to +10.
- Veykr Symbiont Attunement. INT-03 moves off armor repair rate onto maximum hull HP, +0.5% per level to +5% on Veykr hulls.
- Signal Processing rebuilt. FLD-01 gave +10% sweep strength per level, thinner decoys from level 3, and a Tier 4 unlock at level 5. It now gives +1 sweep match tolerance every two levels to +5, and a steadier hot-cold hint every level, cutting hint scatter by 50 percentage points at level 10.
- Sweep difficulty follows beacon tier. Match tolerance drops by 1 for each tier above the first, floored at zero. On an ordinary hull with no Signal Processing researched, a Tier 1 signal matches on 3 of 64 buckets and a Tier 4 on 1. On a Pathfinder T3 with Signal Processing at level 10 those become 19 and 13. Any hull may still probe any tier.
- Turret Loading. CMD-10, formerly Gun Crew Drill, cuts turret reload time by 2% per level to 20%. Missile launchers reload on Rapid Rearm instead.
- Ammunition Handling. KIN-04's +10% per level applies to turret ammo bays. Missile magazines scale on Ordnance Storage.
- Research renames. Keel Reinforcement is Hull Reinforcement, Cyclic Fire Drill is Short Cycle Tuning, Decryption Training is Decryption Theory, and Pathfinder Doctrine reads in Sweep Power rather than scan strength.
- Friendly fire is on. No weapon refuses a shot on relationship any more. Guns, missiles and drones hit an enclave mate or a pact and concord partner the same as anyone else. Restore drones assist any ship except the one that launched them.
- Crates and structures take the full damage calculation. A shot at a container or a structure now runs the derivation a shot at a ship runs: ammo damage modifier, your weapon damage modifier and every research bonus, resolved against the hull column of the damage-type table. Corrosive bites hardest and a shield-eating bio species barely scratches. The anti-structure bonus applies on guns, missiles and drones alike. Today that means 0.15 on the Siege Driver and 0.5 on the Siege Charge, added together.
- EMP Shell. The round formerly called Disruption Shell knocks a target module offline on 5% of hits for 2 seconds.
- Scrambler Round carries its own debuff duration. A Scrambler Round applies -20% accuracy for 5 seconds at caliber II and -15% for 4 seconds at caliber I, regardless of the gun firing it.
- Removed rounds and weapons. The Cascade Charge, the Tempest Arc and the Acid Sprayer are gone.
- Three Veykr tier III hatcheries. Veil-Mender Hatchery III at 3,000 Cr, Shell-Mender Hatchery III at 5,700 Cr and Sap-Feeder Hatchery III at 6,000 Cr, each with its own craft license.
- Cheaper tier III licenses. The external cargo attachment license drops from complexity 15 → 12 and the decrypter license from 14 → 10.
- Salvage matches the water it sits in. A cluster's ownership and zone class decide which salvage field template spawns there, and the roll walks the templates in random order.
- Item and ship descriptions carry numbers. Hull and round descriptions state the figures instead of gesturing at them. The Maul reads as three weapon mounts on 150 hull over 120 armor at speed 12, and the Standard Shell as full damage at full range for 25 credits.
- Cargo Hold moved to D. Character takes C and Cargo Hold sits on D. If you had rebound Cargo Hold yourself, yours stays where you put it.
- Chat holds its place. Scroll up in a chat feed and it stays where you left it. It resumes following new messages once you come back to the bottom.
- Sweep scan sound softened. The sonar loop drops to roughly 582 Hz and runs 4.9 seconds instead of 2.8, with its throb cut from 35 dB to about 26. We retuned around 20 other weapon and interface sounds in the same pass.
Fixed
- Frame rate collapsing under mouse movement. A high-polling mouse pinned the docked client at 3 to 20 FPS. Moving the mouse no longer costs frames.
- Docking no longer undoes your run. A dock could destroy the ammo you loaded underway and heal your hull damage for free on the next undock. If the dock cannot save, you now stay out and can press dock again.
- Reloads made underway survive the next undock. Rounds you move into a bay while undocked stay in that bay.
- Navigator resumes from where you are. A route interrupted by a manual move, combat or a respawn replayed the path it had planned from your old position. It now recomputes from your current position each time you engage.
- Respawn anchors to your pilot. You respawn at the last core-faction station you docked at, regardless of which hull you took out or where you bought it.
- Wrecks settle where the ship died. A wreck could anchor several seconds behind a cruiser that had been holding a steady course.
- Loot panels close with their container. Destroying or expiring a container tears down the loot window for everyone who had it open.
- Your own chat messages show your mark and enclave tag. Your own lines came out bare while everyone else's carried both.
- Toasts open the notification log. Click a toast to jump to Notifications History and dismiss it. Pinned toasts still close only. Long titles and details wrap instead of cutting off at one line.
- Quests pulled from the game clear out of your log. A removed quest left a row stuck there forever, with no step able to advance and no reward to claim. Those rows now clear the way an abandoned quest does.