**Terran Dawn 0.6.0 — Patch Notes**

Terran Dawn · published · build 26350164

Update 0.6.0 brings together all changes since the previous Steam release, 0.5.7, with improvements to combat, fleet repairs, ship production and multiplayer reliability.

Combat and Balance

  • Rebalanced damage scaling by ship class and improved escort accuracy against small craft.
  • Adjusted hull costs for several Terran, Mechanoid, Voidborn and Zythian ships.
  • Missile and plasma damage now resolves when the projectile hits.
  • Added target acquisition timing and visible incoming-fire warnings.
  • Fixed defensive ability timing so activated defenses apply before combat damage is resolved.
  • Combat disengagement now provides a movement speed boost while preventing the ship from firing.
  • Fixed retreat orders being overridden by hold-position and autonomous movement behaviour.
  • Overlapping repair auras now apply the strongest eligible repair effect.

Fleet Control and Repairs

  • Added an optional fleet setting that sends individual damaged ships back to an available shipyard while the rest of the fleet continues its task.
  • Individual withdrawal has an adjustable hull threshold, and direct player orders take priority.
  • Shipyard repairs are faster, with repair times based on ship class.
  • Support ships can now repair buildings.
  • Fixed reinforcements failing to follow moving fleets.

Ship Production and Loadouts

  • Ship production now charges for both the hull and all installed equipment. Equipment installation also contributes to build time.
  • The ship designer and shipyard display hull, equipment and total costs, along with the complete build time.
  • Queued ships retain the loadout selected when the order was placed. Later research or blueprint edits no longer change their queued equipment.
  • Cancelling a production order refunds the materials paid for its complete loadout.
  • Fixed duplicate drone capabilities in automatic loadouts and duplicate single-instance capabilities in manual designs.
  • Improved automatic mine launcher placement and ensured automatic loadouts account for researched power capacity.

Multiplayer

  • Fixed AI slots being dropped from larger multiplayer matches. Hosted matches can now correctly include one human host and up to seven AI opponents.
  • Fixed match handling when the host is the only human player.
  • Procedural map limits now consistently count human and AI players together: Small 2, Medium 4, Large / Belt / Open Space 6, Extra Large 8.
  • Map selection automatically adjusts when the selected map cannot support the player count.
  • Improved combat synchronization, including point defense, attack drones and targeted abilities.
  • Fixed recovery handling for ship routes, queued commands and fog-of-war visibility.
  • Moved in-game multiplayer chat controls into the journal toolbar, including unread-message indicators.

Campaign, Graphics and Interface

  • Made the Terran opening mission, Signal Lost, more forgiving with additional starting resources, infrastructure and ships, plus later enemy attack waves.
  • Added adjustable image sharpening from 0–100%, with a 20% default, supporting native rendering, DLSS and FSR.
  • Corrected FXAA processing order.
  • Fixed the pause hotkey being blocked by HUD keyboard focus.
  • Fixed research event logging when starting or resuming a match.

Multiplayer reminder: All players must use the same game version.

Thank you for playing and sharing your feedback!