🔧 Bug Fix

🏴‍☠️ Pirates No Longer Hide Under Wrecks

Live pirates could end up drawn underneath the wrecks of their fallen friends, showing through the hulks like ghosts. Living ships now always sit on top of wrecks, on both the standard and the Pixi renderer, so you can see exactly who is still shooting at you.

🚀 New Feature

⚙️ Ship Wear and Repair

You told us loud and clear that losing ships was not for you, so ships are staying. Instead, the kit you fly with now feels every fight you take part in.

Systems Take Hits

When your armour takes a beating, your outward kit takes hits: weapons, missile racks, mining lasers, shields and auxiliary repairers. When your hull is hit, your inner kit suffers: reactors, systems and modules. For every fifth of a layer you lose, one system somewhere on that side takes a knock, so wear builds up over many fights rather than all at once. Shield hits cost nothing extra, and cargo expanders, cargo bay extensions and passenger cabins never wear. When a system takes its first damage in a fight you will see it named in red in the middle of your screen, alongside the Shields gone warning.

Good, Worn and Offline

Every item shows its condition out of 1000 in your loadout and inventory: green while it is in good shape, amber once it drops below 600, and red when it falls to 200 or below. At 200 or below an item goes offline. That only ever happens when you leave a fight or are towed after a hull breach, never in the middle of one.

Offline weapons, lasers and repairers cannot be used, an offline shield or module gives nothing, and an offline reactor stops supplying power. If that leaves your ship short of power, everything already fitted keeps running but nothing new can be fitted until it is repaired, and your energy bar will turn red to warn you. COMMS will tell you whenever anything is offline.

Repairing Your Kit

Crafted equipment is repaired with resources at any Repair Office, drawn from the materials it was built from. Store bought starter kit cannot be repaired, so when it wears out it is time to craft something better. (sell the dead item back to the store you purchased it from).

Repairing Hull and Armour

Hull and armour repairs at a station now draw on your own ship’s blueprint. A full repair takes a share of the three largest ingredients in that blueprint: 2% for Frigates and Extractors, 5% for Corvettes, 8% for Cruisers, 12% for Destroyers and 15% for the Deepforge, scaled down for lighter damage. Prefer credits? You can pay instead at that bundle’s market value plus a premium, so gathering the materials yourself always saves. A full repair never costs less than 20,000 credits, the Starter Marauder included, and your FSP Repair Discount applies to both. The new Repair All button fixes armour and hull together in one go.

After a Hull Breach

Once you have been towed to safety, a damage report shows exactly which systems took damage in that fight, anything that has gone offline, and what your repair will cost.

✨ Improvement

🚀 Smoother Running

We have made a big pass over how often the game checks in with the server behind the scenes. Mission trackers, banners and lists now update the moment something actually changes instead of asking over and over, and the busiest combat traffic now goes to the servers that run the fights. You should not notice any difference, other than the game having a lot more room to grow.