Added a new Recycling tab in the Laboratory.
Unwanted artifacts and Leadership modules can now be dismantled into shards.
Artifact shards and module shards are separate currencies. Each balance is shared across your colonies within the same universe.
Eligible artifacts must be identified, inactive, non-transcendent and located on one of your colonies. Artifacts in transit or listed on the market cannot be dismantled.
Modules must be unequipped. Crew members and starter items cannot be dismantled.
The interface includes name search, rarity and planet filters, quantity selection and a preview of the total shard return. Up to 500 items can be dismantled in one operation.
Dismantling permanently destroys the selected items and requires confirmation.
Added the Wandering Trader, accessible from the Market and the Laboratory’s Recycling tab.
The trader offers artifacts for artifact shards and Leadership modules for module shards.
Each visit generates three personal offers for each available category at each rarity: Rare, Epic and Legendary.
Offers are generated individually for each player. The exact item, its effects and its shard price are visible before purchase.
You can summon the trader once every 4 hours. Unused summons do not accumulate.
Your current offers remain available until you summon the trader again. A new summon replaces the previous assortment.
You may purchase every offer in a visit, but each individual offer can only be purchased once.
Prices depend on the specific item, not just its rarity.
Automated logistics fleets no longer consume general fleet slots.
Logistics now uses separate capacity provided by each planet’s Logistics Hub.
Each hub level supports one configured route and one simultaneous logistics flight from that planet.
A logistics flight continues occupying hub capacity until the fleet returns. Pausing or deleting its route does not immediately free that capacity.
Further departures wait when the hub’s flight capacity is full.
The Logistics page now displays configured routes and active logistics flights separately for each hub.
Manual fleet missions continue to use their normal fleet slots.
Re-enabled the drive with revised effects.
The drive now provides 2× fleet travel speed, replacing its previous 5× acceleration.
It conceals the attacking fleet’s ship types and quantities, including from Quantum Sensors and fleet phalanx scans.
The attack itself remains visible. The attacker, target and arrival time remain available, and normal attack warnings are still sent.
Activating the drive costs 1 antimatter per ship, including an attached command vessel, in addition to normal hydrogen fuel.
Dispatch previews and actual antimatter deductions use the same calculation.
The drive does not grant additional combat-stat bonuses. Its research requirement remains unchanged.
Added expandable fleet-bonus breakdowns for attacking and defending fleets where detailed snapshots are available.
Fleets with different applied bonuses are no longer represented by one misleading shared percentage.
Fleets belonging to the same player with identical bonuses are grouped together to keep reports readable.
Improved reporting when a player joins a combined attack with multiple separate fleets, including fleets with and without an attached command vessel.
Participant breakdowns are now collapsible, including in combined pirate attack reports.
These changes improve reporting only; they do not alter combat calculations. Older reports retain the information originally recorded.
New interfaces, explanations and labels have been translated into all 26 supported languages