Fleet ships now carry modules. Pick a ship on the new ship bar in the Ship Designer and fit it from the same armory as your flagship: every slot type except Sensor. AUTO-FIT fills a ship for you.
Escorts now fight beside your flagship. They appear on the combat page with their own hull and shield bars, enemies shoot at them (bigger hulls draw more fire), and an escort that is destroyed is lost together with its modules; rebuild it at Fleet Command. Offline fights include your escorts too.
The combat page shows every ship's weapon charge bars: your flagship's guns in one strip, and each escort with its own.
Hit numbers stay readable with a fleet: hits are combined into one number per moment instead of a pile, and the same warning banner no longer stacks.
Combat text is now translated: elite names, warnings and the XP reward.
Industry and crafting
Engineering levels now raise every recipe's output by 1% per level, up to double at level 100. Each recipe card shows your bonus (for example OUTPUT +52%). Before, every 10 levels added one item per craft, which made small recipes far more generous than intended and made late crafting chains almost free. Early crafting now gives fewer extra items than before, so build your first plants early.
Efficiency I-V: Mining output is still multiplied (x2 up to x10). Crafting is now that much faster instead of giving more items per craft, and every craft costs its full inputs.
Plants now produce a fixed amount: at least 1.5x what your hands made when you could first build them. Plant upgrades raise it (Industrial Logistics, Infrastructure level, Warp, Mastery, Boost overclock); your skill levels and hand research no longer do. The late sectors now need many plants of every type.
Plants of the same type now pay their full output up to 25 copies (was 10). Basic extractors such as the Auto-Excavator and the Industrial Pump go up to 50 (was 30).
Plants now feed the Mastery of the activity they automate: 6 Mastery XP per minute for every running plant, online and offline. It used to be a tiny fixed amount however many plants you had. Hover a built plant to see its rate.
The late carbon line needs far fewer inputs: Synthetic Diamond 60 Carbon + 1 Graphite (was 180 + 3), Diamond Wafer 3 Diamonds + 1 Sintered Carbide (was 12 + 2), Superior Circuit 9 Diamond Wafers (was 18), Sintered Carbide 5 Graphite (was 9), Precision Lattice 4 Sintered Carbide (was 9). Their plants were reduced the same way.
Circuit Board now makes 2 per craft (was 1).
Gamma Lens now needs 48 Radiant Crystal (was 6).
Bounties
Bounties now only target enemies that drop modules. Enemies that only drop materials no longer get contracts, so most sectors offer three: a hunt on the module dropper, the boss and an elite.
Hunts now ask for 25-50 kills (was 5-20). Liras still pay per kill. Boards refresh once after the update; contracts you already accepted are kept.
Pirate Skiffs and Silicate Golems now drop Rare Artifacts, so Sector 2 research no longer needs around 170 boss kills.
Fixes
Offline repair kits are now used at the same rate as online play. A ship whose shield held could still lose all its kits while you were away.
Fleet ships no longer show modules as INVALID ID after a Warp, and modules that had been duplicated are cleaned up when the game loads.
The Bounty Board no longer highlights the wrong sector tab after a new sector unlocks.
Very fast crafting no longer loses crafts between frames.
Update: Fleets That Fight, Industry That Scales · Horizon Idle patch notes · SteamPeaks