🚀 New Feature

Trade Skill Earnings Expanded

Trade experience is no longer limited to NPC Trading Post sales. You will now also earn Trade XP through activity on the Galactic Emporium — both as a seller and a buyer — as well as by fulfilling contracts on the Galactic Buyers Market.

Bigger and more meaningful trades reward more experience, while small token transactions remain modest by design to prevent grind exploits.

Visual Tweak

I’ve removed the Cyan panel around the top-left info panel when in range of a space location. In its place, I’ve added a subtle parallax Starfield effect to give the UI a bit more depth and punch.

🧠 New Skills System

As spotted by one eagle-eyed player this week… yes, the Skills number went up 😄

I’m currently deep into coding both Planetary Exploration and Space Derelict Exploration, and these systems have helped shape the final skill structure for Forged Space.

There is now a NEW TAB at the top of the Skills page.

The default page continues to show the skills related to your Captain piloting and operating a ship. The new Captain Skills tab is far more extensive and introduces a wide range of personal skills that will tie directly into the upcoming Exploration professions.

You’ll also notice we added the Exploration skill into the primary ship skills — this was intentional. It acts as the foundation for using things like Exploration Kits and Personal Defence Kits.

Core Attributes

These include things like Strength, Agility, Endurance and more. These stats will act as primary modifiers when carrying out actions during exploration.

Survival Stats

These are increased through actual exploration activity. Improving them will affect things like health management, oxygen consumption and hydration efficiency while in the field.

Combat Stats

Accuracy with ranged and close combat weapons, evasion and tactical awareness will all improve naturally through exploration gameplay.

Exploration Stats

These are your core exploration proficiencies and will directly affect success rates alongside your Captain skills. Skills include:

  • Xenobiology
  • Geology
  • Navigation
  • And the ever-important Scavenging

🌍 Exploring Planets

While the staff team and I continue testing and refining the new systems, you may now notice an orange banner button when in range of an Explorable planet (as opposed to a dockable one). Clicking it will currently inform you that you do not have a Landing Kit. This is a new Special Slot item.

Although Landing Kits are already visible in the Item Database, they do NOT currently have an assigned Blueprint. Be patient — once planetary exploration is ready for public testing, you’ll be able to acquire the blueprint and craft your own Landing Kit.

🧰 Exploration Consumables

We’ve added six new Assembly Printer items. These are level-awarded, meaning depending on your level you may see 2, 4 or all 6 available.

These fall into two categories:

  • Exploration Kits (required for exploration)
  • Defence Kits

You can begin assembling these now.

I’ve also made a usability tweak to the Assembly selection screen, as it was starting to become a little unwieldy. It now includes handy category tabs at the top while still retaining the search feature.

📡 Final Words

If you skipped everything above:

  • We’ve added a large new set of skills.
  • No, they don’t all have proper descriptors yet 😄
  • These systems are currently being wired into Exploration gameplay.

Planets come first. Once that system is stable and tested, I’ll move onto Derelict Exploration.

And finally…

No, you still can’t craft a Landing Kit just yet 😄

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