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.
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 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.
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.
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.
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 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 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 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.
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.