Full notes
Full Arcbound update
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What changed
- Gameplay
- Maps
- Events
- Fixes
Arcbound changes
Combat Outcomes
Combat no longer ends in one generic way. Enemy arcships now resolve into four distinct outcomes: Withdrawal, Forced Retreat, Boarding Capture, and Total Destruction.
Withdrawal is now the default outcome in most fights, with retreat cooldowns, reputation impact, and possible revenge behaviour instead of constant repeat harassment.
Forced retreat is now a major strategic win: crippled ships fall back multiple map nodes, lose strength/resources, and stay out of the fight for much longer.
Boarding capture now has real outcomes:
Capture Ship
Loot and Abandon
Install Puppet Leadership
Captured ships no longer always disappear. They can persist as allied clients or loyal puppets depending on your choice.
Total destruction is now much rarer and gated behind catastrophic failure conditions, including reactor collapse, crew survival failure, and special disaster triggers.
Pirate arcships now use special defeat outcomes, including long retreat cooldowns and one-shot salvage-field aftermath nodes when destroyed.
Destroyed arcships now create meaningful aftermath:
survivor rescue opportunities
refugee/pirate offshoot outcomes
salvage sites
permanent arcship graveyards
Arcship graveyards are now persistent map features with follow-up content like salvage, anomalies, pirate activity, memorial events, and continuum instability.
Arcship destruction now causes broader sector shock:
doctrine-based reaction events
wider reputation fallout
trade disruption that can propagate across the sector
The sim now protects sector population better:
minimum living arcship count is enforced
new arrivals appear with narrative justifications instead of silent replacements
Defeated AI arcships now remember losses and can react by militarising, seeking alliances, collapsing internally, fragmenting, or pursuing revenge.
Destruction pacing is now capped so campaigns do not spiral into wiping out the whole sector.
Arcships now use a fuller combat model including HullIntegrity, ShieldIntegrity, ReactorIntegrity, CrewMorale, and CombatStrength.
Other Follow-on Fixes
Old saves are now backward-compatible with the newer save version chain.
The research panel now opens on Engineering instead of the removed All tab.
Fuel tanks now work as real storage sources: pawns can haul fuel out of tanks to reactors and other fuel-using devices.
The inspector no longer double-reports buffered tank fuel as loose cell stacks.
Recently Evacuated, Former Boarder, and Shipborn Generation (from pregnancy) crew now use normal trait generation instead of fixed trait pairs.
Special backgrounds still keep their identity:
Recently Evacuated: +1 Social, -1 Engineering
Former Boarder: +1 Engineering, -1 Social
Older saves with legacy forced traits on those special-background crew are repaired automatically on load by rerolling them into standard traits.
Source
Changelog.gg summarizes and formats this update. How we read updates.
