Hello everyone! Our flagship title's Wishlist has now surpassed 5,000! Thank you all for your incredible support.
Full notes
Full TheFlagship update
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Repeated intro
Hello everyone!
What changed
0 fixes2 additions2 changes0 removals
Performance
UI and audio
Events
changedToday, we're sharing progress on optimizations and gameplay updates focused on the Encounter Zone experience. Our core goal is to enhance the depth and variety within these zones, tackling underutilized space while improving how information is delivered to players. This means enabling quicker understanding of the environment and decision-making upon entering an Encounter Zone. This work is ongoing, and we plan to validate its effectiveness by building several representative Encounter Zones.
addedSignificant adjustments have been made to the encounter mechanics . Points of Interest within Encounter Zones now support multiple encounter events , and some encounters can exist independently of specific points. We've also introduced a new encounter classification system , which lays the groundwork for layered information display on the map interface.
changedCombat encounters have seen several key refinements. Basic combat now features pre-spawned enemy units , and we've added three new dynamic encounter types : Reinforcement Units spawning after a delay, Ambush Units triggered by player actions, and interactive Raid Targets like neutral freighters with their escort fleets. Outside of combat, these freighters and escorts now use a streamlined formation system for coordinated movement. Importantly, all enemy units now exhibit basic idle movement , so they no longer stand idle waiting for players. The combat reward system has also been rebuilt around physical entity drops .
addedOther updates include the introduction of new mining and localized resource collection gameplay , along with selecting a specific Encounter Zone as a testbed for visual environment improvements . Finally, to address information overload, the HUD system has been overhauled to dynamically scale information intensity based on target distance and player focus, significantly reducing interface noise .
TheFlagship changes
changedToday, we're sharing progress on optimizations and gameplay updates focused on the Encounter Zone experience. Our core goal is to enhance the depth and variety within these zones, tackling underutilized space while improving how information is delivered to players. This means enabling quicker understanding of the environment and decision-making upon entering an Encounter Zone. This work is ongoing, and we plan to validate its effectiveness by building several representative Encounter Zones.
addedSignificant adjustments have been made to the encounter mechanics . Points of Interest within Encounter Zones now support multiple encounter events , and some encounters can exist independently of specific points. We've also introduced a new encounter classification system , which lays the groundwork for layered information display on the map interface.
changedCombat encounters have seen several key refinements. Basic combat now features pre-spawned enemy units , and we've added three new dynamic encounter types : Reinforcement Units spawning after a delay, Ambush Units triggered by player actions, and interactive Raid Targets like neutral freighters with their escort fleets. Outside of combat, these freighters and escorts now use a streamlined formation system for coordinated movement. Importantly, all enemy units now exhibit basic idle movement , so they no longer stand idle waiting for players. The combat reward system has also been rebuilt around physical entity drops .
addedOther updates include the introduction of new mining and localized resource collection gameplay , along with selecting a specific Encounter Zone as a testbed for visual environment improvements . Finally, to address information overload, the HUD system has been overhauled to dynamically scale information intensity based on target distance and player focus, significantly reducing interface noise .
Our flagship title's Wishlist has now surpassed 5,000! Thank you all for your incredible support.
Today, we're sharing progress on optimizations and gameplay updates focused on the Encounter Zone experience. Our core goal is to enhance the depth and variety within these zones, tackling underutilized space while improving how information is delivered to players. This means enabling quicker understanding of the environment and decision-making upon entering an Encounter Zone. This work is ongoing, and we plan to validate its effectiveness by building several representative Encounter Zones.
Significant adjustments have been made to the encounter mechanics. Points of Interest within Encounter Zones now support multiple encounter events, and some encounters can exist independently of specific points. We've also introduced a new encounter classification system, which lays the groundwork for layered information display on the map interface.
Combat encounters have seen several key refinements. Basic combat now features pre-spawned enemy units, and we've added three new dynamic encounter types: Reinforcement Units spawning after a delay, Ambush Units triggered by player actions, and interactive Raid Targets like neutral freighters with their escort fleets. Outside of combat, these freighters and escorts now use a streamlined formation system for coordinated movement. Importantly, all enemy units now exhibit basic idle movement, so they no longer stand idle waiting for players. The combat reward system has also been rebuilt around physical entity drops.
Other updates include the introduction of new mining and localized resource collection gameplay, along with selecting a specific Encounter Zone as a testbed for visual environment improvements. Finally, to address information overload, the HUD system has been overhauled to dynamically scale information intensity based on target distance and player focus, significantly reducing interface noise.
That wraps up this development update! Thank you for your continued support of The Flagship. Please feel free to share this news.