Eligible store items can now be purchased as gifts by entering the recipient’s exact player name.
Gifts can only be paid for with purchased Credits that have been held for at least 72 hours.
Free, promotional, referral, and administrative Credits cannot be used for gifts.
Credit packs, name changes, and cosmetic codes from the player market cannot be gifted.
Refund handling now traces items purchased or gifted with refunded Credits. Recoverable items and unused services may be removed from the recipient.
A player may now launch a maximum of 15 hostile operations against the same commander within a rolling 24-hour period.
The limit covers planetary attacks, raids, and moon attacks.
Multiple fleets participating in the same combined assault count as one operation.
When the limit is reached, the game displays the UTC time when the next attack slot becomes available.
Station pages now show when the capture attempt for the relevant vulnerability window has already been used.
The next available capture window is displayed where applicable.
Dispatch previews now account for the actual arrival time, including synchronized combined assaults.
Invalid capture missions are blocked before launch instead of being returned only after reaching the station.
Added automatic recovery for outpost construction and upgrades that become stuck after a worker or queue interruption.
Failed construction jobs can now be recreated safely without completing an outdated or replaced order.
This addresses outposts remaining indefinitely in states such as StorageCompleting.
Positive population growth now scales correctly with the universe game-speed multiplier.
Added safeguards preventing one universe’s speed or runtime configuration from being accidentally applied to another universe during a restart.
Added the new store, station-capture, and PvP protection messages to all supported languages. Artificial limits on attacks aren’t fun, but neither are waves of 300 attacks per day against a single player. I’m sure I’ll come back with a more elegant solution later. Over the next few days, I’ll be releasing a series of smaller patches, mostly bug fixes and changes that have already been completed but are still waiting for code review. I’m preparing a major balance patch for research, modules, and crew, including changes to shields, shield regeneration, and damage reduction. The current values are simply far too strong. I’m also considering buffs for ice and volcanic planets, along with some other balance improvements.