Full notes
Full Divine Orbit update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Balance
- Performance
- Fixes
🛰️ NEW: Vanguard Phalanx (Tactical Vectors)
Your interceptors are no longer bound to a passive orbit. You can now physically command the swarm.
Draw the Line: Left-Click and drag across empty space to draw a Tactical Vector.
AC-130 Pylon Turns: The millisecond you release the mouse, all active Vanguards will break orbit, snap to your vector, and execute a continuous, high-speed banking orbit—creating a literal buzzsaw of overlapping lasers.
Fire & Forget: The Phalanx holds the line for 15 seconds before automatically peeling off to resume normal hunting AI. Need them back earlier? Just single-tap anywhere in the void to cancel the order.
⚙️ NEW: Orbital Hulks & The Salvage Economy
The battlefield just got messy. Destroying heavy armor now leaves physical debris in the gravity well.
Siege Cruiser Wreckage: Destroyed Cruisers no longer cleanly vaporize. They now leave behind a massive, smoldering Hulk that drifts through the combat zone.
Manual Salvage: Click and drag these burning Hulks directly into Earth's atmosphere to strip them for parts. Doing so grants an instant burst of Stardust and Planetary Stability.
Jackpot Rolls: Every manually salvaged Hulk has a 20% chance to trigger a massive Stardust payout.
Ark Magnet Synergy: Too busy micro-managing to clean up the trash? Your Ark Magnets will automatically tractor-beam nearby Hulks into the atmosphere for you.
🔧 Engine Polish & Bug Fixes
Anti-Lockup Tech: Fixed a bug where alt-tabbing or dragging the mouse off the game window would cause the physics engine to permanently freeze. The engine now instantly drops all held objects if your cursor leaves the simulation.
Vanguard Aerodynamics: Fixed an issue where Vanguards would awkwardly hover in place. Their noses now properly track their momentum vectors, resulting in butter-smooth flight paths.
Source
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