In this update2
Full notes
Full Divine Orbit update
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What changed
- Maps
- Server
- UI and audio
- Performance
- Balance
Divine Orbit changes
🛰️ NEW SYSTEM: Edge Telemetry & The Global Graveyard
Shared Suffering: When you die, the Mission Report now pulls live telemetry to show you exactly how many other Commanders across the globe have fallen to that exact same threat.
Threat Vectors: The battlefield is now permanently haunted. When a run starts, the map downloads the fatal coordinates of previous players' deaths and renders them as glowing red spatial scars. Pay attention to where the grid usually fails.
⚔️ NEW UPGRADE: Null-Sweep Protocol
Added a new Tier 1 Protocol to the Draft pool: Null-Sweep.
Charging your Kinetic Strike (Right-Click) now vaporizes enemy projectiles caught in the blast radius.
Scaling: Rank 1 clears 40% of the radius, Rank 2 clears 70%, Rank 3 completely wipes the full 250px area.
⚙️ BALANCE & SYSTEM FIXES
True Randomness: Rewrote the RNG algorithm for the Evolution Protocol draft (Fisher-Yates shuffle). You will no longer see the same 3 upgrades artificially clustered together.
Cinematic Breathing Room: Boss deaths no longer instantly slap a UI menu in your face. The game now gives you 2.5 seconds to actually watch the explosion, collect your Stardust, and enjoy the victory before triggering the draft.
Fullscreen Engine Overhaul: Fixed a major rendering bug where browser-based players expanding to Fullscreen were left with a giant black void. The Starfield canvas now dynamically recalculates physical pixels and utilizes Device Pixel Ratio scaling for razor-sharp stars on 4K/Retina monitors.
Hit-Detection Telemetry: Completely wired the spatial tracking matrix into every single threat in the game. From rogue planets and sniper beams to creeping gas clouds and phantom gunships, Command sees exactly where the line breaks.
Source
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