In this update2
Full notes
Full Riftborne update
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What changed
- Gameplay
- Balance
- Server
- Fixes
Riftborne changes
Gameplay Changes
Automatic construction queues now available: press [A] from infrastructure menu to manage construction queues
You can now cancel construction orders, move them around, and make construction order presets to use across save files
Major change: Planned constructions do not consume resources until their construction begins
Veils now gain 1 shard for every 100 resources destroyed or stolen in combat
Single player bots have got a difficulty enhancement, awaiting community feedback for full results
Added a building capacity slot indicator to the left sidebar
Radar now consumes one building slot
Full colonies now have 20 building slots
Building screens have been cleaned up so pressing Enter opens a consistent action view instead of auto building
All buildings now include a Demolish option
Outposts can now always demolish buildings, even without a Spire
Ship training in the sidebar no longer has the redundant quantity column
Added a Cargo Routes toggle for choosing between raw resource values and percentage based resource amounts
Raid routes linked to a preset now automatically reflect future changes made to that preset
Raid route lists now show which raid preset is being used
Replaced the Faction Name column with Colony Name on the cargo route overview screen
Added asciimoji shortcuts to multiplayer chat, such as (cry), (derp), (dunno) and (fight)
Added further stability to reduce the multiplayer server snapshot pressure
Raid intercepts will now continue on if the attacking fleet has a higher surviving fleet power than the intercepting fleet after intercept combat
Bug Fixes
Audited all sub menus so tabbing between colonies now consistently refreshes the active colony values
Fixed Cargo Routes and Raid Routes not updating correctly when switching colonies with Tab
Fixed a bug where a queued level of a building can jump the building level back up after it is destroyed via siege
Destroying a building level via siege will now also cancel any queued building levels for it
Destroying a ship production building completely will now also cancel any ships in training from that building
Fixed a bug where excess resources remained in a colony even after siege destroyed storage levels
Fixed siege capital ships not adding siege score to fleet siege damage
Fixed siege capital ships being unable to target buildings
Fixed siege capital ships showing under Heavy Shipyard lanes instead of Siege Shipyard lanes
Fixed queued buildings not benefiting from Spire build time bonuses completed earlier in the same queue
Fixed withdrawal logic so fleets withdraw based on total fleet power lost, not single round losses
Source
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