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Nexus LegacyNewsBez nazwy
Game update

Bez nazwy

Nexus Legacy · published 10 Sep 2026, 18:02 UTC

All newsPlayers around this dateRead on Steam

Patch Notes 10.09.2026 Balance Update and Bug Fixes

Combat and Shields

  • Advanced Shielding now grants 5% shield strength per level, down from 10%.

  • Shield Harmonics now grants 2% shield regeneration per level, down from 5%.

  • Damage reduction per level has been adjusted:

    • Shield Theory: 2% → 1%.

    • Advanced Shielding: 2% → 1%.

    • Adaptive Shields: 3% → 2%.

    • Phase Shields: 2% → 1%.

    • Alliance Mastery: 2% → 1%.

  • Dark Matter Weapons now grants 1% armor piercing per level, up from 0.5%.

  • Planetary Electronic Warfare Systems now provide 2% damage reduction per level, capped at 20%. Their descriptions and displayed statistics now correctly describe damage reduction rather than accuracy.

  • Nanobot hull repair no longer repairs planetary defense buildings during combat.

  • The Warlord’s base ship construction discount has been adjusted from 10% to 8%.

Leadership

  • Rebalanced command modules and crew bonuses across combat, fleet support and economic specializations.

  • Revised several module variants to offer clearer trade-offs between their strengths.

  • Crew bonuses are now standardized by role and grade.

  • A maximum of two crew members of each role can be active simultaneously. Both provide their full bonuses.

  • Existing assignments exceeding this limit retain the first two occupied slots for that role. Additional crew return to reserve and remain owned.

  • The crew interface now displays role limits and explains why an assignment is unavailable.

  • Reduced several military talent bonuses and Warlord commander perks.

  • Command vessels now use the armor class of their equipped armor module and are treated as capital ships.

  • Incoming rapid fire treats command vessels as Dreadnoughts. Their own weapon-specific rapid fire remains unchanged.

  • Inventory descriptions now show current module and crew effects instead of outdated acquisition snapshots.

  • Fixed the Diplomat’s personal NAP production bonus and the Industrialist’s energy-surplus production bonus not being applied correctly.

Planets and Rare Resource Production

  • Ice and volcanic planets now support sizes from 90 to 210.

  • Existing planets within the previous normal size range are expanded proportionally, preserving their relative sizes rather than rerolling them.

  • Ice planets gain a +50% hydrogen production planet-type bonus.

  • Rare Resource Extractors now gain additional production scaling at higher levels: each level above the first adds another 5% to the previous linear output curve.

  • Extractor zone multipliers are now:

    • Sentinel Space: ×0.5.

    • Open Space: ×1.25.

    • Dead Space: ×2.

    • Rift Space: ×1.

  • Extractor upgrade costs now use a consistent ×1.45 progression, including higher levels.

  • Production breakdowns and building previews reflect the updated extractor scaling.

Mining and Asteroid Replenishment

  • Automatic replenishment is no longer limited to 500 fields per zone per pass. Recovery proceeds in smaller batches across depleted areas.

  • Interrupted replenishment now resumes toward its saved target after an error or restart, without duplicating already created fields.

  • Areas without available field slots retain their unfinished recovery.

  • Fixed separate mining escorts incorrectly preventing pirate encounters from being resolved.

  • Fixed alliance Quantum Dust and Dark Matter mining statistics failing to update when the source field disappeared before the fleet returned.

Pirates, Wormholes and Loot

  • Dread Fleet pirate camps now correctly spawn in Dead Space.

  • Destroyed camps select a new tier from their zone’s available tiers when they respawn. Living camps remain unchanged.

  • Fixed C4 wormholes failing to spawn in Dead Space.

  • Antimatter can now be looted like other resources, including from moons. Normal cargo capacity and looting limits still apply.

Round-Based Combat — Beta

  • Fixed conflicting arrival and combat processing that could leave battles stuck.

  • Recovery workers no longer restart missions already controlled by an ongoing battle.

  • Fleets that have left the battlefield no longer receive loot or contribute cargo capacity to loot distribution.

  • Fixed command vessels attached to pending reinforcements not being returned correctly.

  • Defending fleets committed to ongoing battles now remain included in fleet supply accounting.

  • Unpaid supply debt is preserved when surviving defenders return to normal storage.

Interface

  • Fixed the Galaxy Map’s Planets button alignment and touch area on tablets in landscape orientation.

  • Storage-full notifications now identify the universe alongside the planet and resource.

  • Updated affected descriptions and interface translations across all supported languages.

Okay, guys. Nobody likes nerfs, I know, I’m a player myself, but sometimes they’re necessary for the health of the game. The combination of shields, shield regeneration, and overall damage reduction was simply too strong. The same applies to Leadership modules and crew, where a single module or crew member could sometimes be more effective than weeks of research. Volcanic and ice planets have needed attention for a long time, and the same goes for the rare resource extractor. This is the first cautious buff aimed at players who, for whatever reason, don’t want to play very actively and would rather have some passive income, although that income still remains relatively small.

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