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Nexus LegacyNewsPatch Notes 25.08.2026. Combat Simulator & Combat Update
Game update

Patch Notes 25.08.2026. Combat Simulator & Combat Update

Nexus Legacy · published 25 Aug 2026, 13:15 UTC

All newsPlayers around this dateRead on Steam

Combat Simulator

  • Added a new Combat Simulator, available directly from the game sidebar.

  • Configure both attacker and defender as player fleets, pirates, or other NPC forces.

  • Search for ships and enter exact fleet quantities.

  • Pirate fleets can be configured by security zone.

  • Load your current research and commander bonuses automatically.

  • Your active Command Vessel and its equipped bonuses can be included in simulations.

  • Custom bonuses can also be entered manually for either side.

  • Results use the familiar battle-report interface with rounds, losses, survivors, retreats, and debris.

  • Extremely large battles are simulated using a scaled estimate and are clearly marked as estimates.

  • The simulator interface is available across supported languages.

Combat

  • Player-controlled fleets now use 90% coordinated finishing fire. Most fire prioritizes ships already damaged during the battle instead of spreading damage randomly.

  • Pirates, wormhole enemies, and other PvE forces use a lower 40% finishing focus.

  • Some C3 Wormhole enemy formations have been reduced to compensate for the stronger PvE targeting behavior.

PvP Debris

  • PvP debris fields can now contain rare resources invested in permanently destroyed ships.

  • 25% of destroyed ship costs in Cryo-Ice, Quantum Dust, Plasma Cores, and Dark Matter enters the debris field.

  • Bio-Extract and Antimatter are not included.

  • The existing Ore, Silicates, and Alloys debris percentage remains unchanged.

  • Rare debris is supported across planetary, lunar, station, outpost, asteroid-field, covert-mining, and minefield PvP battles.

  • Minefield reports now display every resource present in the resulting debris field.

Battle Reliability

  • Fixed a rare race condition where a fleet could change during combat resolution, leaving the battle stuck or applying losses and rewards inconsistently.

  • Battles now resolve fleet losses, damaged ships, debris, and mission state as one consistent operation.

  • Fleet dispatches and pre-positioned debris collectors can no longer interfere with a battle resolving on the same planet.

  • Combined assaults received the same consistency protections.

Fleets

  • Fixed Delivery missions becoming permanently stuck as Combat Resolved, occupying a fleet slot.

  • Recovery now correctly resumes interrupted Delivery missions and returns the fleet.

  • Fixed recon-only fleets taking longer to travel between a planet and its moon than mixed fleets.


Incoming Attacks

  • Attack alerts now display a live, second-accurate countdown instead of rounded minutes.

  • The Foreign Fleets panel now shows the complete detected fleet composition instead of truncating it after several ship types.

Moon Dockyard

  • Moon Dockyard energy consumption can now be adjusted like planetary production buildings.

  • Reduced power lowers energy consumption while proportionally increasing construction, repair, and dismantling time.

  • Setting the Dockyard to 0% pauses its active queue.

  • Restoring power resumes the queue from its remaining duration.

  • Paused Moon Dockyard orders can be cancelled normally.

  • Improved queue synchronization to prevent stale jobs, duplicate completions, or incorrect queue promotion after power changes.

Vacation Mode

  • Vacation Mode now pauses queues only after the account is marked as being on vacation, closing a timing window where workers could continue or promote an order.

  • A second queue pass catches work that completed during activation.

  • Resource production timestamps are now closed at the correct vacation boundary when Vacation Mode ends.

  • This prevents individual colonies, moons, or outposts from receiving unexplained production during vacation.

Storage

  • Storage Complex now adds 5,000 rare-resource capacity per level, rather than once every five levels.

  • Planetary rare-resource storage is capped at 200,000 after bonuses.

  • Existing planets will receive the recalculated capacity.

  • Storage Complex descriptions have been updated across supported languages.

Interface

  • Fleet mission dialogs now respect mobile and tablet safe areas more reliably.

  • Modal headers and action buttons remain accessible without having to scroll the entire page.

  • Improved layout stability around scrollable mission forms and fixed footers.

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