Outposts can now be permanently retired in two different ways.
Shipyard Dismantling allows an outpost to be sent to one of your planets with a Planetary Shipyard or moons with a Moon Dockyard.
Once dismantling is complete, the full infrastructure investment and all stored resources are returned at the destination.
The Engineer Ship used to establish the outpost is also returned.
Dismantling requires hydrogen and a fleet slot, and the mission cannot be recalled.
Self-Destruct immediately destroys the outpost and creates a private debris field containing 50% of its infrastructure investment and 50% of its stored resources.
The occupied asteroid field is released immediately when either retirement option is confirmed.
Garrisons and Command Vessels must be evacuated before an outpost can be retired.
Outposts with active construction, repairs, or incoming and outgoing missions cannot be retired.
Multiple artifacts can now be selected and transferred between your planets in a single fleet mission.
This significantly reduces the number of clicks and fleet missions required when evacuating a colony.
Artifacts that are active, activating, being studied, or already in transit cannot be selected.
The fleet mission card now displays the number of artifacts being transported.
Mining-defense fleets that have already arrived now correctly participate in pirate raids against the protected mining fleet.
Each participating player’s research, Leadership bonuses, Command Vessel, and Carrier Hangar assignments are applied independently.
Losses are now assigned to the correct mining or escort fleet, even when several participants use identical ship types.
Escort owners receive their own pirate-raid reports.
All participating players receive access to debris created from their destroyed ships.
Destroyed or combat-incapable escort fleets are correctly returned instead of remaining stuck at the mining location.
Additional safeguards prevent escorts from being recalled, duplicated, or incorrectly recovered while a pirate battle is being resolved.
If a building is damaged by a successful PvP attack while it is being upgraded, that specific upgrade is now paused immediately.
Repair is not automatic or free: the owner must manually press Repair and pay the normal repair cost.
Once ordered and paid for, the repair starts immediately instead of waiting behind the upgrade.
After the repair finishes, the paused upgrade resumes with exactly the same amount of time remaining.
A paused upgrade continues to occupy its construction slot and cannot be bypassed with another upgrade.
If another successful attack removes a building level before repairs are completed, outstanding paid upgrade targets are adjusted accordingly. An existing upgrade can no longer restore combat damage as a free level.
The Buildings and Overview screens now clearly show when an upgrade is paused until repairs are completed.
Dev note: This is a small patch that fixes several bugs and also includes some player-requested changes. I’m continuing to work on the larger balance patch, as well as a rework of volcanic and ice planets to make them as attractive and worthwhile as possible.