In this update8
Full notes
Full Nexus Legacy update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Balance
- Events
- Server
- Store
Nexus Legacy changes
This update started as a fleet travel rebalance, but it grew into a broader systems patch covering navigation, anomalies, salvage, fleet management, outposts, logistics, localization, and a number of long-standing bugs.
Fleet Navigation Rework
I have rebuilt fleet travel into one consistent system.
Same-system travel now uses the actual orbital positions of planets, moons, stations, outposts, asteroid fields, and trading hubs. Local flights will no longer complete in a few seconds.
Long-distance travel preserves the original cruise-speed differences between ship classes, while launch and local navigation compress the extreme gap between very fast and very slow ships.
Research, artifacts, Leadership, modules, damaged-ship towing, Jump Gates, and other existing modifiers remain integrated into fleet timing.
The old special two-minute minimum for hostile missions has been removed. The new navigation model creates consistent travel overhead for every mission instead.
Fuel consumption and fleet range remain separate from the travel-time rebalance.
Anomalies and Rested Rewards
Longer travel naturally reduces anomaly farming frequency, so I have adjusted their rewards.
Base resource loot from anomaly investigations has been doubled across common, uncommon, and rare events.
I have added rested anomaly rewards.
After an eight-hour grace period, players accumulate one rested charge every two hours, up to 20 charges.
One charge doubles the direct resource reward of the next successful investigation that produces resources.
Rested charges do not multiply recovered ships or artifacts.
Reports and the anomaly interface now show when a rested bonus was applied and how many charges remain.
Expedition, patrol, wormhole, and rift reward tables are not being changed in this patch. Their flights simply use the new navigation system.
Debris and Combat Salvage
Debris created by your anomaly battles and mining operations now remains personal until it expires. It will no longer become public after ten minutes.
Other combat debris continues to follow the normal visibility rules.
Permanently destroyed ships now place 50% of their resource cost into debris, increased from 30%.
The base repairable share of combat losses has been reduced from 60% to 30%.
A surviving Repair Ship now raises the repairable share to 45%, instead of the previous 75%.
This makes actual ship destruction more meaningful while creating substantially more valuable salvage fields after serious battles.
Command Center: Fleet Overview
I have added a new Fleet tab to the Command Center. It provides an empire-wide overview of:
Fleets stored on planets, moons, outposts, alliance stations, and trading hubs.
Fleets travelling, performing activities, returning, or deployed.
Ship compositions, damaged ships, cargo, carrier assignments, and attached Leadership vessels.
Fleet-slot usage and patrol capacity.
Mission sources, destinations, routes, and current ETAs.
The overview includes search, filters, system grouping, expandable fleet details, and direct links to relevant locations. It refreshes automatically every 60 seconds. Manual refresh has a five-second cooldown to prevent unnecessary server load. The Command Center resource overview now also includes stored and produced antimatter on planets and moons.
Combined Assault Improvements
The alliance Combined Assault panel now supports planet, moon and station targets.
Joining an assault now opens a source selector showing every compatible fleet location.
Fleets can be selected from planets, moons, or alliance stations where supported.
The selector includes available ship counts and the location of the Leadership command vessel.
Moon-origin fleets can now join combined attacks against planets.
Combined Operations research is now correctly required before using the join flow.
Combined assault timing and notifications are kept synchronized when joining from these additional origins.
Moons and Logistics
Automated moon collection can now collect antimatter, including when using the “collect all” option.
Station and outpost routes now correctly reject antimatter because those locations cannot store it.
Jump Gate cargo previews now include research bonuses, Leadership bonuses, shuttle bonuses, flat cargo bonuses, and specialized cargo-hold restrictions.
Fleet Phalanx reports now include the target system’s name.
Lobby and Localization
I have completed a broad player-facing localization pass across all 26 currently supported languages. This includes the Command Center, fleet dispatch and reports, anomalies, mining, patrols, pirates, expeditions, wormholes, the galaxy map, alliances and chat, stations, moons, markets, logistics, Leadership, buildings, research, the shipyard, profiles, account management, purchases, notifications, dialogs, errors, and the lobby. I have also:
Added a detailed Diplomat doctrine information window before joining a universe.
Clarified homeworld and doctrine descriptions.
Additional Fixes
Fixed station fleets bypassing maximum fleet range checks when travelling to planets or other stations.
Added the corresponding missing range validation for planet-to-station fleets.
Fixed antimatter market orders being incorrectly rejected by the generic 1:20 raw-unit ratio restriction.
Fixed Leadership “Return Stolen” and “Raider Trail” combat reports being impossible to dismiss.
Fixed wormhole battle reports omitting Leadership attack, hull, and shield-regeneration modifiers.
Fixed in-flight fleet timing updates when equipping or changing fleet-speed artifacts.
Fixed multiple fleet previews and dispatch paths using different timing assumptions.
I’ve increased flight times over short distances and within the same system. I understand that this will be a painful change for many players, but in my opinion, it is necessary for the long-term health of the game. You can now at least step away from your phone for a few minutes without being attacked within two minutes. Flights within the same system are still relatively fast, however. Anomaly missions have been affected the most. This nerf will largely be compensated by increased rewards and the addition of debris fields. I will also publish another important change regarding the AI Officer as a separate in-game message for all players.
Source
Changelog.gg summarizes and formats this update. How we read updates.
