Full notes
Full ERA ONE update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Balance
- Performance
- Maps
- UI and audio
ERA ONE changes
Hi everyone.
Today, February 21st, we’re releasing Version 0.11.13, in preview branch, which includes many improvements.
Below, you’ll find the release notes for Version 0.11.13, followed by those of previous versions for easy reference.
You can try the preview right away, or stay on the stable version and wait for the final release of patch 11, which will be published in a few days.
The team will continue iterating on this build for roughly two more weeks, aiming to make it fully playable, polished, and well-balanced. As always, your feedback will remain our main guide throughout this process.
Afterward, our efforts will shift toward the multiplayer mode.
Thank you, as always, for your continued support. We hope you enjoy the progress we’re making.
To enable the Preview, go to your Library, right‑click on Era One, select Properties, then open Game Versions and Betas.
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Era One – Release Notes v0.11.13 (February 21th)
Enemy AI
CPU, loops, inactivity issues and various bugs have been fixed
CPU attacks using blueprints and sends patrols to escort blueprints and attacks more often
CPU defends and improves its base more consistently
Units
Fixed an issue where collectors were sometimes stuck searching for nearby harvestables when remaining asteroids were occupied
Fixed collectors not switching queue when a free docking point is available nearby
Fixed collectors forming queues only on the Command Center docking
Prevented CPU collectors from picking salvages too far from drop points or too close to enemy Command Centers
Modules and Stations
New Light Drill Rig blueprint added
Gameplay
Improvements to engine max speed and rotation, +5%
Build holograms are now white
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Era One – Release Notes v0.11.12 (February 16th)
Modules and Stations
Blueprints are now built by the AI using the same progressive dynamic construction (and rebuild) process as the main station.
Units
Artillery Turrets and long‑range weapons can now automatically attack enemies within their firing range.
Nukes and LRMs can now be launched directly from the main Command Center commands, without needing to select each individual facility.
Unit experience now has a greater impact on ship performance, making skilled units and leaders noticeably stronger.
Artillery cannon no longer targets fighters, corvettes, or utility ships.
Improved formation range calculation.
Light adjustments to stance and formation bonuses when units enter a formation.
Fixed selecting a single unit inside a formation requiring a second click.
Fixed an issue when creating formations with non-attacking units.
Maps & Scenery
All maps updated with new detailed asteroid models.
- Battlefront mapincreased resources, improved resource placement. AI now starts near carbon asteroids.
Fixed an issue that caused Challenges to not work on the Battlefront map.
Arena map improvements and new blueprints for War Machine mode.
Pilots voices restored in Deep Void, Full Combat, Arena, and Battlefront maps.
All derelict resource capacity increased by 150%.
Fixed Battlefront map Command Center signal being displayed far from the actual position.
Gameplay
Increased Resource drop speed by 20%
Fusion Resource production reduced by 5%
Fusion proximity bonus reduced by 25%
Plasma cannon bullet speed and fire range increased.
Trade offers can now be disabled for the current match.
Research no longer accelerates when changing priority multiple times.
Fixed an issue that caused queues to appear in an incorrect order in the order list.
Introduced cooldown for cargo drop response and increased cooldowns for some other responses.
Enemy AI
AI uses better criteria when choosing weapon modules.
Implemented patrol system: a patrol route is created around the command center and assigned to explorers.
Improved collector allocation per drop point.
AI Agent now stops all activity when its Command Center is destroyed.
Unlocked warp attacks and Command Center attack strategies.
Fixed non-attacking units being incorrectly selected for AI attacks and escorts.
Fixed formations in Hold attack style losing their target.
Fixed collectors incorrectly going into escort mode.
Graphics and Visual Effects
Remastered textures for all asteroid classes with improved metal vein readability and custom metal maps.
Updated plasma cannon visual effects.
Weapon ranges are now more visible.
Eclipse effect on high game speed settings is now slower.
Fixed warp bubble being visible in Tactical view.
User Interface and Settings
Fixed camera rotation not sticking to the tactical plane in tactical mode.
Fixed UI background lines being cut off on 21:10 aspect ratio screens.
Performance and Optimization
Removed full UI rebuild from marquee selection for smoother interaction.
Localization
Updated localization and made Game Mode Detail panel auto-sizable.
Fixed missing turret module/research name and description.
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Era One – Release Notes v0.11.9 (February 7th)
Modules and Stations
Reduced the cost of the new Small Deflector Plate to 1500.
Fixed incorrect cost and bonus configuration for the Bioforge.
Units
Increased Nuclear Bomb and Long Range Torpedo lifetime by 1 minute.
Fixed an issue where Turrets stopped retargeting after their target moved out of range.
Maps & Scenery
Added a detailed map preview with zoom in/out controls in the match creation screen.
Gameplay
Shields now have increased resistance (2500 to 3000) and a faster recharge rate.
Enemies in War Machine mode now properly upgrade their shields.
Enemy AI
Introducing the new Player AI system, a major milestone that will keep evolving in upcoming updates, with goal-oriented decision making. Refer to previous release notes for details.
User Interface and Settings
Added an info button popup in the match creation screen.
Increased character space in tooltip text for better readability.
Audio
Adjusted probability of dying and menace voice lines to allow other unit responses (such as "enemy down") to play more naturally.
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Era One – Release Notes v0.11.6 (January 30th)
War Machines
New War Machines game mode, with structured combat phases and objectives, where matches feature dedicated AI opponents (1v1 Multiplayer in the future) with mode‑specific stations and difficulty levels.
You can also add custom‑created blueprints to face in the Arena.
Gameplay
Unit cap increased, for all modes, up to 25K in "meltdown".
All weapon turrets now have wider targeting angles for improved accuracy.
Engine power increased across the board: +30% directional thrust, +15% omni‑directional thrust. Secondary Stations can now maneuver more effectively and quickly.
Fixed turrets save/load displacement and special weapon reinitialization issues, you can now save and load your matches and blueprints without errors in modules and turret positioning.
Fixed a known issue that caused some turrets to not attack.
Unit and Module attack range is now calculated dynamically depending on weapon loadout. Unit behaviour will adapt to its range capabilities, enabling more tactical decision‑making and maximizing damage output, especially when using Attack Stances and Attack Styles effectively.
Armor regeneration rate doubled for increased durability.
Gravity Well now consumes energy.
Solar Panel production and storage increased by +5%.
Bioforge storage increased to 10,000 RUs.
Increased resistance for advanced armors (+5% across all armor types).
Missiles, bombs, and mines are now +5% more resistant.
Pirate light units now deal +5% attack damage.
All upgrade bonuses increased to +15%.
Command Cube health reduced by -10%.
Turret costs fixed (previously missing) and rebalanced for corvette and frigate slots, now more expensive but realistic.
Mine weapons fixed (previously indestructible) and nerfed to fit their intended role.
Kinetic and autocannon weapons rebalanced, now respectively less and more effective against light-armored units.
Units and Modules
Federation Hinge Module, allows the construction of moving ship parts, improving attack and defense management.
Federation Heavy Artillery Turret, long‑range heavy weapon.
Pirate Heavy Warship, the most lethal Pirate vessel.
New Biominer model and animation.
Federation Plasma Cannon, introduced the Fixed Plasma Cannon, with directional fire power.
Federation Deflector Plate Armor, new armor with expanded coverage and refined surface design.
Pirate Roller Mine, added the new Pirate massive perforation Mine (coming later this week).
Station blueprint additions:
Anti‑Missile Platform
Defender
Breachdrill
Cruiser
Heavy Cruiser Evo
Battleship
Battlefield Barge
Carrier
Heavy Carrier
Battlecarrier
Annihitron
Grinder
Battlecruiser
Federation Mothership
Maps & Scenery
New Arena map for War Machines mode.
New Battlefront map for Deathmatch testing against the new Player AI.
New Survival map: The Long Travel.
Updated map icons with detailed images for the new zoom feature (click on the map!).
Various improvements to multiple maps, including object placement and detectability systems.
Deep Void and Full Combat maps received improved final attack waves based on new blueprints, plus the new Federation Mothership.
User Interface and Settings
Added Resizable Window display mode. Modes are now: Exclusive Fullscreen, Resizable Window, Fullscreen Window.
Map list now hides unplayable modes under the selected game type.
Area selection changed to white for better visibility.
Disabled edge scrolling when in windowed (non‑fullscreen) mode.
Added Get Started button to the match creation room.
Improved visibility and persistence of formation overlay arrows.
Enemy AI
This is the first iteration of the new Player AI system, a major milestone that will keep evolving with goal‑oriented decision making, tech progression management, and a scoring‑based evaluation of fleet strength.
Features include:
New Battlefront map in Deathmatch mode for AI testing.
Builds and repairs stations with strategic module choices.
Develops fleets by selecting strong units and equipping optimal weapons.
Manages research progression across tiers.
Prioritizes strategic operations based on the situation.
Manages economy (power, population, resources).
Scouts to expand awareness.
Handles defense and attack priorities.
Evaluates enemy hostility and selects targets based on personality.
Shifts focus during crises (energy, population, resources, base under attack).
Behavior scales with difficulty; groundwork for multiple personalities (not yet user-selectable).
AI can construct and deploy blueprint stations for attack, mining, and defense.
Adaptive difficulty: smarter and more aggressive at higher levels.
- Better combat behaviorspecial abilities used when ready, long‑range attacks enabled mid‑game.
Personality system added: Passive, Defensive, Balanced, Aggressive (selectable in match creation).
Optimization
Reduced performance impact of idle turrets (modules and unit turrets).
Faster math calculations for blueprint construction pose matching.
Build Order Panel optimized to avoid unnecessary canvas updates.
Reduced memory allocations during turret initialization.
Idle state checks now limited to relevant entities.
Feedback effects now properly disabled when culled, improving performance.
Graphics and Visual Effects
Tumble Physics: Command Centers and Cubes now tumble when destroyed for more dramatic explosions.
Blueprint‑built modules now display the correct 10% shield visual.
Improved part‑connection rendering.
Added frontal weapons to tooltips.
Audio
Added new unit responses when dying or jammed.
Improved weapon audio mix and long‑distance audibility for heavy weapons.
New soundtrack and playlist for War Machine and fast‑battle maps.
New maneuvers SFX for fighters and corvettes (3 intensity levels).
Multiplayer
Foundation work continues and is now integrated into the codebase (not yet enabled).
Localization
UI localization updates, including War Machine mode.
beghins, Team Complex
Source
Changelog.gg summarizes and formats this update. How we read updates.
