Patch Notes 28.10.2026: Richer Asteroid Fields

Nexus Legacy · published

  • Open Space: new asteroid fields now spawn with richness 1.0–1.8 (was 0.8–1.6).

  • Dead Space: ore, gas, ice and plasma fields now have a minimum richness of 1.2. Maximums are unchanged.

  • Existing fields were enriched too:

    • Open Space: every field gained +0.2 richness, and older fields below 0.8 were raised to 1.0.

    • Dead Space: ore, gas, ice and plasma fields below 1.2 were raised to 1.2.

    • Each field's remaining stock grew along with its richness, so the share already mined stays the same.

  • Fleets already mining get the higher yield from their next cycle. Outposts on enriched fields switch to the higher production rate.

  • Sentinel, quest, quantum and dark matter fields are unchanged.

Beta Patch Notes:
Fleet supply: your fleet eats only your own food

  • How much crew you can feed now depends only on your planets' net Bio Extract production. Bio in storage or bought on the market no longer raises it.

  • Hourly upkeep is taken from your Bio-producing planets, in proportion to what each produces.

  • Ships beyond what you can feed lose supply immediately, and unsupplied fleets on missions return home. When your food production grows again, they are fed again, oldest groups first.

  • Ships left unsupplied for 24 hours are mothballed and start deserting gradually, at 5% of each group per day. A whole fleet no longer deserts at once.

  • The fleet supply panel can now be collapsed.

Research projects: research past level 5

  • Five research lines now continue as projects with up to 5 tiers each:

    • Fleet Armor: +2% ship HP per tier.

    • Defensive Tactics: +0.5% damage reduction per tier.

    • Weapon Systems: +2% attack per tier.

    • Supply Logistics: the same food feeds +2% more crew per tier.

    • Industry: +3% planet production of ore, silicates, hydrogen and alloys per tier.

  • Requirements: the related research at level 5 (Supply Logistics has none) and a planet with a level 15 Research Lab.

  • A tier runs on one lab for a fixed time: about 7.5 / 11 / 17 / 25 / 38 days on Beta for tiers I–V. Research speed bonuses don't shorten it.

  • Each tier costs twice the previous one. The price is paid hourly from that lab planet's storage. If a resource runs out, the tier stops and restarts by itself once the storage holds an hour's worth.

  • While a tier runs, that lab can't do regular research. You can pause a tier at any time and keep its progress. Projects also pause during vacation.

  • Espionage reports now include the target's combat bonuses from projects.