Updates

Overview of updates done to the game over the time.

* Officers enhance attack and defense parameters based on species and squadron type

### **0.13.6 (June 29)**

* Old events will follow each other for 30 days: Lost expedition, Entanglement, Rift Paradox, Eiens relics, Colonizers of Isis, and Fall of Endauri. Hurry up to upgrade your game and compete for rewards!

### **0.13.4 (June 16)**

**Fixes and improvements**

* Fixed bug with Magnetar and Arena leaderboard synchronization
* Increases module's rank in the Rift Paradox event in some cases
* Fixed Hydra blind spots
* Some tutorial fixes
* Corvette tech tree changes: Research "Increases drones hull" replaced with "Increases flak damage"

### **0.13.2 (June 8) - Exploration event**

**New event** - Exploration! Explore different locations on the map

* Fight against elite squadrons
* Test the strength of the defenses of the Battle Station.
* Defend the allies' base and withstand waves of raiders
* Get rewards in abandoned archives
* Mine asteroids to get a new resource Fuel to move between space locations

**Balance changes:**

* Increased range of Echo and Inferno

### **0.12.5 (June 5)**

* Old events will follow each other for 30 days.: Fall of Endauri, Lost expedition, Eiens relics, Colonizers of Isis and Rift Paradox. Hurry up to upgrade your game and compete for rewards!
* The long-awaited Entanglement event starts on 9 June.
* Fixed bug with spawning 2 research stations in Magnetar.

### **0.12.4 (May 17)**

**Bugs and balance changes**

* Flair removed from the enemy fleet in Magnetar.

### **0.12.1 (5 May)**

* New fighter squadron - Flair
* The enemies' power in the campaign, starting from the 1500 mission, is divided into two waves with lesser power.

**Bugs and balance changes**

* Increased hull for most Tier A fighters. Details on the discord.
* Echidna base hull reduced from 450 to 400.

### **0.11.1** **(28 April)**

**Events**

* The new experimental "Asteroids" event starts April 28 - explore the asteroid field, mine valuable resources, and complete tasks.

### **0.10.1 (11 April)**

* Fixed daily attempts count error - in the "Eins Relics" daily attempts weren't reseting properly. With this update this bug has been eliminated, now every player gets more attempts everyday at 00:00 UTC

### **0.10.0 (6 April) -** new events!

* The "Eiens relics" event starts April 8 - complete tasks, find relics of an ancient religious species, and exchange them for valuable resources.
* Fixed UI bugs.

### **0.9.0 (Mar 17)**

**Rift Paradox event starts Mar 20**

* low Rifts are boosted if a higher one is unlocked. For example, if you have unlocked Rift V, you will be able to get modules of the same quality from Rifts I-IV in some days;
* automatic restart;
* unlimited battles with AC-Units;
* collect Qubit Reflectors and change them for valuable resources.

### **0.8.0 (Mar 13)**

Station defense mode is now always available in the new mode - Magnetar. (For those players who loved the old station defense events - they will also be periodically launched with custom rules.)

### **0.7.0 (Feb 25)**

**Changes**

* Added a new game mode, the "Grand Arena"—the use of three fleets opens up more opportunities for tactics and experiments. Participate in massive battles and earn valuable rewards.
* The new goal system will assist you in navigating the game and displaying the nearest development paths. Usability
* Added the ability to lock modules in the hangar—now you can select modules that cannot be unequipped or salvaged.
* Improved design of some screens Bugs and balance changes \*Increased rewards for most players at the end of the arena season.
* Added a limit of 70 on arena Signature Data Cache. \*Improved the algorithm for selecting opponents in the Arena and reduced the cost of refreshing the list of opponents.
* The balance of weekly and monthly missions has been changed.
* Fixed a bug with highlighting during module selection for salvaging.
* Fixed some user interface bugs.

### **0.6.27 (Feb 10)**

**News, bugs and balance changes**

* Meet the new Endauri squadrons - majestic destroyer-type Typhon and elusive corvette-type Echidna. Unleash their true power by bringing them together.
* Improved "index" — now you can monitor the status of your collection and receive rewards for discovering new ships. Events
* The "Confinement" event starts - take advantage of the massive construction of ships to increase the chance of getting powerful squadrons, including Typhon and Echidna. Usability
* Added the ability to view the leaderboard of the previous arena season. Bugs and balance changes
* Fixed a bug with a *frozen draw*.
* Fixed some user interface bugs.

### **0.6.23 (Jan 31)**

**News, bugs and balance changes**

* Improved leaderboard system: - A system of leagues and seasons has been introduced. Depending on their success in the game, each player will be in a specific league and receive a reward depending on their ranking. - The leaderboard is now interactive
* Added max level-up button. It's available after chapter 30. Events
* “Fall of Endauri” event returns - explore Endauri star clusters. Search for neurotransmitters and exchange them for valuables.
* "Supernova" event Extra Reward feature has been added - now you can get a reward for every 60 metamaterials, even if all levels have already been completed. Bugs and balance changes
* The difficulty of some of the most challenging chapters is reduced.
* Fixed a bug with the automatic start of the battle after leaving the hangar in Rift mode.
* The Gehenna's "The Shell" ability has been adjusted.
* Fixed some user interface bugs.

### **0.5.7.7** **(Dec 20)**

**New features**

* Community Goals – repel waves of enemies in the “Battle EVE” event to help the community reach its goals and unlock a reward for everyone.

**Events**

* “Supernova explosion” event is back.
* “Colonizers of Isis” event is back.

**Usability**

* Card collection - in the “Battle EVE” event, it became possible to view your own set of cards between waves.
* Reworked module upgrade screen – now the effect of the *recoherencers* is more visible. Bugs and balance changes
* Fixed some user interface bugs.

### 0.5.7.0 (Dec 16)

**New features**

* Drones Swarm – a new element of the ship's equipment. Eight types of drones with their own unique features and merging system.
* Totally reworked hangar design – visual has risen to a new level. Events
* New event “Battle EVE” starts – a new version of the wave-based event. Repel enemy attacks by commanding selected squads. Select the power-ups for your fleet after each wave of enemies. Protect your base and earn currency that you can exchange for various goods. Also, this event allows you to get new Drones Swarms.

**Usability**

* Added an *attack*/*defence* mark to the arena history.
* Some design and animation changes. Bugs and balance changes
* Numerous wave-based event balance changes: - player’s capitals can warp to different zones - green zone repairs more powerfully - new types of waves- special wave - carriers that constantly call for reinforcements: destroy them as early as possible
* Fixed some user interface bugs.

### 0.5.6.5 (Dec 8)

**Bugs and balance changes**

* The limits of some resources in *"Fall of the Endauri"* Transfer have been changed.
* Fixed some user interface bugs.

### 0.5.6.3 (Dec 5)

**Usability**

* Added the ability to open containers all at once. Bugs and balance changes
* Fixed some user interface bugs.

### 0.5.6.0 (Dec 1)

**New features**

* New event, “Fall of the Endauri”, starts – explore Endauri star clusters. Search for neurotransmitters and exchange them for valuables.
* Redeem codes – a new system of redeem codes that will earn you a virtual goods.
* “Saipan” – a new destroyer-type Confederate squadron.
* Authorization by Email – a new, easier and more reliable way to save your progress.
* Totally reworked “Setting Screen” – improved functionality and overall convenience.

**Events**

* “Supernova explosion” event is back. Usability

**Bugs and balance changes**

* Changed a limit to the maximum level difference between squadrons in the fleet – now the maximum level difference is 40 levels.
* Fixed some user interface bugs.

### 0.5.5.5 (Nov 16)

**New features**

* Mini event, "Reinforcement from Isis", starts.
* Reworked Rift access system - now access to the Rifts works the same as access to the Arena.

**Other**

* A new resource for modules, recoherencers, can now be purchased in the shop for ancient orbs.

**Bugs and balance changes**

* Fixed some Arena bugs.
* Fixed some user interface bugs.

### 0.5.5.0 (Nov 11)

**New activities and new improvements that will give you a new playing experience:**

* Totally reworked Arena mode – now real players are fighting each other in the arena. New rules, new design.
* Improved module upgrade system – now you can change and improve existing modules using a new type of resource – "recoherencers".
* New sets of modules: -Lightning set (4 per set) – accuracy +50 and periodically System Shock on hit -Power balancer set (4 per set) – resistance +50 and -15% ability cooldown -Striker set (2 per set) – +5% range and armor penetration

**Events**

* “Supernova explosion” event is back – by completing event missions you can get recoherencers and new modules.
* Halloween event “Transfer“ is back – within two days you can spend the remaining orbifolds.

### 0.5.4.3 (Oct 21)

**New features**

* New event, “Servive Halloween”, starts. — Repel enemy attacks by commanding selected squads. Send your ships to attack zone, defense zone, or repair zone. Choose the power-ups for your fleet after each wave of enemies. Protect your base and earn orbifolds that you can exchange for various goods. The main reward is a unique event set of modules, which can be obtained only for obrifolds.

**Bugs and balance changes**

* Fixed some user interface bugs.

### 0.5.3.1 (Oct 6)

**New activities and new improvements that will add variety and improve your playing experience**

* New event “Quantum Entanglement” starts. Choose squadrons – you are guaranteed to get one of them with multi-construction.
* Bonus – “Colonizers of Isis”. Regularly log into the game – get your rewards.

**Bugs and balance changes**

* Added an alternative to the “Lost Expedition” task that may be too difficult for some players. Finish one campaign chapter → win in the Rift 111 times.
* Fixed visual bugs in the Salvage/Revert section.
* Fixed some user interface bugs.

### 0.5.2.1 (Sep 29)

**New activities and new improvements**

* New event “Lost expedition” starts. Complete activities – get your rewards.
* Added “Cargo” – now you can view and interact with your stuff in one place. You can find this button on the main “space“ screen. Usability
* Now you can go to the missions immediately from the *missions* window by pressing the “Go” button Bugs and balance changes
* Fixed some user interface bugs.

### 0.5.1.2 (Sep 17)

**New activities and new improvements – to make it more comfortable to play and enjoy the game:**

* The era of events begins – the first “Supernova explosion” event starts. Complete activities, collect resistive metamaterial, get your rewards.
* Added post-battle statistics – now you can see the “damage done” / ”repaired” / ”damage taken” statistics for each squadron took part in the battle. Usability
* Added icons with squadron type – now you can easily understand what type your / enemy ships belong to.
* Description of enemy squadrons by tap – now you can always find out which enemy squadrons will fight against you.
* Improved combat camera – now the battles look even more breathtaking. Bugs and balance changes
* Fixed some user interface bugs.

### 0.5.0.7 (Sep 7)

**Bugs and balance changes**

* Added a limit to the maximum level difference between ships - now the maximum level difference between two squadrons in the fleet is 80 levels. Now players will improve their fleet evenly and will not be able to abuse the the use of a single extremely high level squadron.
* Reworked the first missions tutorial - a few small but useful changes.
* Fixed numerous user interface bugs.

### 0.5.0.5 (Sep 2)

**Multiple improvements to make it more fun to play – smoother gameplay without a long wait for days and weeks**

* Economic and battle tech trees – learning new technologies will allow you to develop faster and significantly increase the power of your fleet. Tutorial
* Reworked tutorial – it has become more logical and intuitive. \*
* Added a battlestation as a boss at the end of the first chapter.
* In general, the beginning of the game has become smoother and more interesting.

**Usability**

* Description of resources by tap – now you can always see what kind of resource it is, what it is for and where to get it.
* Description of mission rewards by tap.
* Description of ships in multiple construction (x10) by tap – now you can always find out which ships you got.
* Detailed description of the squadron abilities – it has become much more detailed and understandable.
* Reworked autoequip - now it's smarter and faster.
* Reworked the calculating total power system – the number now reflects the real power more accurately. Bugs and balance changes
* Increased the chance of constructing tier B from regular cores from 5% to 12%.
* Upgradeable abilities – ship abilities now have several levels you can up with raising the squadron level. This balances the overall smoothness of the walkthrough.
* Reworked chapter completion rewards.
* Huge balance rework – squadron balance, Campaign/Expedition/Rifts balance, squadron abilities have been completely rebalanced.
* Fixed a bug that could cause the combat performance diagram to disappear.
* Numerous other bugs fixed.

### 0.4.2.6 (Jul 5)

**Bugs and balance changes**

* \*fixed stuck in the tutorial
* \*the lifetime of torpedoes and missiles is doubled (the start range remains the same, but there is much more chance that the missile will reach the target)

### 0.4.X.X (14 June)

**Bugs and balance changes**

* Tier B squadrons:
	+ 1. Redemption - increased base hull, attack. Reduced the cooldown of the first skill to 14 seconds.
	+ 2. Yorktown - increased base hull, attack.
	+ 3. Chaos - increased base hull, attack. Increased the duration of the second skill.
	+ 4. Madness - increased base hull, attack. Increased base accuracy from 20 to 40.
	+ 5. Nightmare - increased base hull, attack. Increased the duration of the second skill.
	+ 6. Termagant - increased base hull, attack. Increased base accuracy from 20 to 40.
	+ 7. Somerset. Slightly increased the damage of the first skill.
	+ Intrepid. Other things being equal, the enemy fleet with this squadron almost always won by a significant advantage, so we reduced its base hull.1.

* Tier A Squadrons:
	+ 1. Basilisk - increased base hull, attack. Increased base accuracy from 20 to 40. Mark damage increased. The probability of applying a mark is 100% and does not depend on accuracy and resistance.
	+ 2. Inferno - increased base hull, attack.
	+ 3. Pandemonium - increased base hull, attack. Increased base accuracy from 20 to 40. Increased the damage of the primary skill. The chance to inflict system shock in the first skill has been increased from 75% to 100% (but still uses the accuracy and resistance checks)
	+ 4. Hydra - increased base hull, attack. "Increase Attack Speed" effect has been added to the first skill. Increased the duration of the effects of the first skill to 7 seconds.
	+ 5. Triumph - increased base hull, attack.
	+ 6. Colossus - increased base hull, attack.
	+ 7. Riot- increased base hull, attack. Increased the duration of the 4th skill to 10 seconds
	+ 8. Midway - increased basic attack. Increased the duration of the 3rd skill to 5 seconds.
	+ 9. Enterprise - increased the damage of the first skill.

### 0.4.1.4 (May 27)

**Fixes from player feedback and suggestions**

* Tartarus "Return the fallen squadron to battle" 4 Skill now returns the last dead squadron to the battle
* In rifts, newly spawned squadrons by battlestation are shown in the list of enemy ships
* The color of the skill cooldown in the list of characteristics of the squadron will be displayed correctly when the module set Reloader is equipped
* When a player clicks on the "restart" button in Rift, the mission starts again immediately if there is enough Antimatter Containment Unit
* Two weekly missions now give 15 points each (instead of 10)
* Bug fixed - Victorious could endlessly use his primary skill when a large number of squadrons of the same race was in battle

### 0.4.2.0 (Jun 12)

**Bugs and balance changes**

* Battle statistics have been analyzed, and parameters of 9 tier A and 7 tier B squadrons have been increased for a better balance.
* Added unequip all modules button.
* Market UX is redesigned.
* A player can collect all rewards of the same type in the mission window with one click now.
* The number of drones is displayed in the battle for each fleet.
* Some skill descriptions are improved.
* Intrepid allied communication disappears when Intrepid is destroyed (previously, Intrepid gave communication until the end of the battle)

### 0.4.0.15 (May 23, 2022)

**Bugs and balance changes:**

* significantly reduced loading times between scenes (it was quite a difficult technical task and we hope that it will save A LOT of players time)
* improved navigation between pages. You can select a fleet at the start of a mission, upgrade ships without switching to the main screen, etc.
* now part of the scrap is returned when salvaging upgraded modules
* galaxy screen shows what prizes are expected for achieving the specific mission
* reduced the minimum power of the player's fleet to be able to start the battle in the rift

**We are working on the next update**

* tech tree
* upgradable skills. Skills will improve as ships are upgraded. But at low levels, both enemies and players will have downgraded skills than now.
* plus, according to player feedback, we will slightly reduce the weight of modules in ship power and increase the significance of the level.

### 0.4.0.15 (May 8, 2022)

**Bugs and balance changes**

* A-Tier squadrons by default are now in unsafe merge
* Hysteria multiple buffs when taking damage
* multiple Calls for reinforcements (for example, in Hornet first skill). Only one squadron should be called
* shield was added multiple times when the Protector set is equipped
* Scaled-hull damage now does less damage to battle stations in rifts
* reduced the damage of the first skill of the Enterprise. Motivation: by design, it should give huge damage with a sufficient number of probes. He used to do a lot of damage even without probes

**added** - shield display on squadron panels in battle We have rolled back rifts for those players who have gone far due to balance errors.

### 0.4.0.5 (April 29, 2022)

fixed bug with the power of 4 rift reduced the difficulty of the first two chapters added first-week login reward for new players some bug fixes some cheaters are excluded from leaderboards

### 0.4.0.2 (April 23, 2022)

Hotfixes:

About old saves migration. For old players, we recalculated their progress. The main thing is that we saved all the ships. They were recalculated according to the new merge mechanics. We had to reset the campaign level so that (1) players don't have to wait several weeks to advance. It was necessary to farm resources and modules according to our calculations (2) so that the players would enjoy playing the game and receiving all the rewards. While this isn’t a perfect solution and it maybe will disappoint players, we felt that the option to reset the campaign level would be much more fun than a long wait. At the same time, according to our calculations, with upgraded ships, old players can quickly move through the company and farm resources. Also, all players received bonuses depending on the passage of the campaign earlier. Moreover, the further the player passed earlier, the further he is after the migration. There will be no more such migrations, we will no longer change the economic system. We hope that now we will release new content much faster than before on the basis that we have now.

We also found cheater accounts. We blocked them from submitting results to the leaderboards and removed some unfair ships. In the future, we plan to further restrict cheating.

There is a huge amount of ships and modules combinations, a lot of levels in all game modes and it is possible that there is an imbalance somewhere, write about it to ⁠┊🗯balance-discussion.

What’s new: -21 new ships -All ships got a unique set of skills. Skills and sets of modules have new effects - positive and negative ("buffs" and "debuffs"). -New game modes: (1) Rifts, where you can definitely get good modules. Previously, it was very difficult to improve the main attack, hull, and shield stats, now these stats are guaranteed. Also most likely there will be 1 or 2 additional stats (2) Expeditions - obtaining resources for constructing new ships and earning isogen for skills upgrading (3) Arena - to get ancient orbs and in the future to get resources for the technology tree. - modules sets and modules upgrading -New resources: (1) Mnemocrystal - drops from the main campaign and from idle rewards. Required for ship level-up (2) Isogen - drop from expeditions and from the main campaign. Needed to upgrade ship skills (work in progress) -Other new things: (1) Market (2) Daily/weekly/monthly missions (3) Resources mining option What was changed and optimized too: user interface, space background, ships, a huge amount of optimization, etc.

What will be updated in the future: (1) Skills will be upgraded along with the upgrade of ships (at those levels where isogen is needed now). Perhaps some skills will have to be nerfed and some will need to be increased for this. (2) Large arena for late-game, with 15 ship slots available. (3) Technology tree. Increasing damage, shields, idle income, etc. (4) Tournaments between players under special rules (5) Limited-time events

The combat system has been changed. Accuracy and resistance determine the chance of applying negative effects to the enemy. In campaign missions and expeditions, they don’t grow very quickly. And in rifts - faster. If accuracy is equal to resistance, then the chance of imposing a negative effect is 94%. If the resistance of the attacked is 50 more than the accuracy of the attacker, then the chance is 50%. If the resistance is greater than 100, then there is almost no chance to apply the effect (but it is never zero) Also added stats (1) extra shield damage, (2) extra hull damage (3) damage mitigation

### 0.4.0 (April 21, 2022)

Hi all! Recently we’ve released a new update. It includes a lot of new stuff: game modes, ships, resources, modules sets, and much more. The version turned out to be much bigger than we originally planned. New ships are meaningless without game modes where they can be obtained. These new game modes didn't make sense without some new resources, and so on. Also, there were some problems with the basic mechanics - sometimes players were forced to wait for months to complete one mission, using tedious merging, and hardly finding good modules. We solved all these old problems by using our experience and, importantly, feedback from the players. The whole economic system is completely different now.

### 0.3.1.7 (Dec 1, 2021)

Hotfixes -Auto equip feature now do not reduce power -Fixed bug with reconnection and time syncing - players did not receive AFK reward if they did not close the game -Google linking is removed -Feature "The interface may be hidden by a long press" is worked as designed -Small changes in the interface for ease of perception

### 0.3.1 (Nov 22, 2021)

-The game may work offline (but to get AFK rewards you still need to reconnect) -The "Cargo" is removed -The camera overview mode is completely redesigned -Almost the entire interface has been rewritten -A lot of user experience and performance improvements: auto-equipping modules, auto-selecting ships for fusion, and many others -Cross-device cloud saving. Link your account to Facebook -Ships have been rebalanced -The interface may be hidden by a long press