What changed
1 fix3 additions3 changes1 removal
- Gameplay
- Balance
- UI and audio
- Maps
changedAdvance time + Simulation time speedBig improvements to advance time speed + simulation speed
changedNew Buildings!Siege Protection Bastion: While it stands, it is the sole target of incoming siege damage at that colony, overriding the attacker's chosen preferred target until destroyed. When destroyed, siege damage will spill over to regular targets. Attack Battery: The first building that contributes to defender offense, rather than only toughness like the existing Ion Shield.
fixedReworked Keystone Vision Victory ConditionsNew Valor Conduit building (Keystone only) generates faction-wide Valor points (hard capped at 250,000) from a Keystone's current Visions. Reaching the cap wins the game for that faction, replacing the old "5 Keystones at 1,000+ Visions" victory path. Vision conversion is now fixed at 1:1 (was a level-based 100:1 → 1:1 curve). Faction economy bonus reworked from a flat +20% per qualifying Keystone to a smooth 1% per 1,000 Visions per Keystone. New Victory Conditions dashboard UI. Spying any of a faction's Keystones reveals that faction's current Valor.
addedSiege ChangesPartial damage can now be dealt to buildings, massively buffing siege when used in coordination with allies. Buildings now need to be repaired from their Infrastructure page.
changedSPU and Rare Metal Outpost ReworkDrill and Refiner now show a fill bar and next-level label in the Mining Outpost screen. Drill and Refiner siege strength buffed. SPUs rescaled to a Tier 8 ceiling instead of Tier 5.
removedMap and Tile ChangesWhen filtering for tiles on the map, filtered-out tiles no longer show as dots everywhere. When filtering on the map, holding Shift now rotates the filters in the opposite direction.
Vision conversion is now fixed at 1:1 (was a level-based 100:1→1Riftborne changes
changedBig improvements to advance time speed + simulation speed
changedSiege Protection Bastion: While it stands, it is the sole target of incoming siege damage at that colony, overriding the attacker's chosen preferred target until destroyed. When destroyed, siege damage will spill over to regular targets. Attack Battery: The first building that contributes to defender offense, rather than only toughness like the existing Ion Shield.
fixedNew Valor Conduit building (Keystone only) generates faction-wide Valor points (hard capped at 250,000) from a Keystone's current Visions. Reaching the cap wins the game for that faction, replacing the old "5 Keystones at 1,000+ Visions" victory path. Vision conversion is now fixed at 1:1 (was a level-based 100:1 → 1:1 curve). Faction economy bonus reworked from a flat +20% per qualifying Keystone to a smooth 1% per 1,000 Visions per Keystone. New Victory Conditions dashboard UI. Spying any of a faction's Keystones reveals that faction's current Valor.
addedPartial damage can now be dealt to buildings, massively buffing siege when used in coordination with allies. Buildings now need to be repaired from their Infrastructure page.
changedDrill and Refiner now show a fill bar and next-level label in the Mining Outpost screen. Drill and Refiner siege strength buffed. SPUs rescaled to a Tier 8 ceiling instead of Tier 5.
Advance time + Simulation time speed
Big improvements to advance time speed + simulation speed
New Buildings!
Siege Protection Bastion
While it stands, it is the sole target of incoming siege damage at that colony, overriding the attacker's chosen preferred target until destroyed. When destroyed, siege damage will spill over to regular targets.
Attack Battery
The first building that contributes to defender offense, rather than only toughness like the existing Ion Shield.
Reworked Keystone Vision Victory Conditions
New Valor Conduit building (Keystone only) generates faction-wide Valor points (hard capped at 250,000) from a Keystone's current Visions. Reaching the cap wins the game for that faction, replacing the old "5 Keystones at 1,000+ Visions" victory path. Vision conversion is now fixed at 1:1 (was a level-based 100:1 → 1:1 curve). Faction economy bonus reworked from a flat +20% per qualifying Keystone to a smooth 1% per 1,000 Visions per Keystone. New Victory Conditions dashboard UI. Spying any of a faction's Keystones reveals that faction's current Valor.
Siege Changes
Partial damage can now be dealt to buildings, massively buffing siege when used in coordination with allies. Buildings now need to be repaired from their Infrastructure page.
SPU and Rare Metal Outpost Rework
Drill and Refiner now show a fill bar and next-level label in the Mining Outpost screen. Drill and Refiner siege strength buffed. SPUs rescaled to a Tier 8 ceiling instead of Tier 5.
Astra Starvation Rework
Changes Astra starvation to be percentage-based on the amount of "excess" ships, killing 20% per hour and giving a half-life of about 3.5 hours (with a minimum of 1 ship every 30 minutes).
Intercepts
Both sides are counted as attackers in combat, meaning the Varkon conscription bonus now applies.
Map and Tile Changes
When filtering for tiles on the map, filtered-out tiles no longer show as dots everywhere. When filtering on the map, holding Shift now rotates the filters in the opposite direction.
Ship Stat Changes
Colony ships now have 0 upkeep, making the new player colonization experience less punishing.
QoL Changes
Added a "Train up to X" option for ship classes in the automatic construction screen. Automatic construction plans can now be paused, show when the next trigger will occur, and can be manually triggered. Cargo routes now show the next departure time and include a "Send now" option. Cargo capacity is now displayed in combat logs.