v1.0.1537 Patch Notes
Commanders,
Sorry for the delay on getting this patch out. I've traveled for work three weeks straight, but finally have some downtime. I'll work towards getting these smaller fixes out in a more iterative fashion.
Raider Fixes
So, for years, I've played Raiders wrong in board game form (lol). Sometimes I just read a rule wrong, and then I never re-read the rules, and even when I do, I don't catch the rule. Here's what is now working properly:
- Cloaked Raiders now have the option to avoid combat: they can choose to stay in the hex and not start or participate in combat. There is now a shortcut in the lower left screen to toggle 'always ight' or not
- To facilitate the above, the attacking player now chooses which combat to resolve (in the case of multiple combats) as per the board game's rules (there is also an option in settings to auto select the next battle)
- Mines can never target cloaked Raiders
GENERAL FIXES
- merging a group with itself no longer deletes the whole group
- splitting a group mid-combat no longer duplicates its fired shots, and the split-off ships can still fire, retreat and screen
- a group that had fired could merge into a fresh counter and fire again the same round
- merging a screened group into an unscreened one no longer changes screening mid-round, and a revealed group that merges stays face up
- retreating a group into a black hole that destroys it no longer freezes the combat screen
- leaving a game in the middle of a black hole roll no longer leaves a dead dice window where END TURN belongs in the next game
- a Doomsday Machine that attacks your fleet is now shown as the attacker instead of everyone sitting on the defender side
- Doomsday Machines no longer move a second time on the first turn after loading a save
- after moving a group, clicking another ship now selects it instead of ordering a move
- a ship can no longer be selected twice with Ctrl+click or double tap (mobile)
- the warn on unspent bullion setting now stays on once you turn it on, and the warning actually shows
- building a ship into a same-tech group at your shipyard no longer fails with a combat group limits error when all your combat groups of that type are in play
- a ship that can't hit the Doomsday Machine is no longer offered the shot, so PASS shows instead of an endless refused fire roll
- Upgrade is no longer offered on civilian ships for techs they cannot upgrade to
- the Hide Skip Fire Confirmation and Hide Fighter Fire Warning toggles are now reachable in settings
- Skip Fire moved to the G key so it no longer also re-homes the camera
- the fighter fire advisory now shows in your player color
- Blood Brothers: the second teammate can now move their ships in the shared turn instead of only being able to end it
SOLO FIXES
- solo: an alien fleet parked on your colony with only an MS Pipeline there now destroys the pipeline and bombards instead of sitting still
- solo: an alien fleet that moves into your ships is now the attacker, so your ships fire first on a weapon class tie
- solo: a deep space Doomsday Machine in the alien scenario no longer enters your home system
- solo: Doomsday Machines no longer fully heal between battles, they keep their damage and heal 2 for each planet destroyed
- solo: a Doomsday Machine's weapon class no longer reverts to C after a turn of nothing
- solo: a Doomsday Machine's shots per round now match its strength
MULTIPLAYER FIXES
- multiplayer turn timers: a clock that had already run out could be carried into the next turn and never fire again, leaving the game waiting on that seat forever
- multiplayer: MS Pipeline calculation drifted from engine calculation, causing the right number to display but the wrong number to be validated against
- multiplayer: alien ships no longer drop to class D after their first battle
- multiplayer: an alien's shot no longer plays twice on the client that drove it
Brett
This announcement was originally published by Breich Games on Steam on Sep 16, 2026.
Open the original on Steam