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Changelog

Major development updates and patch notes.

April 5, 2026Rapid Fire Overhaul: Category-Based Targeting for 283 Units

How Rapid Fire Works

  • Rapid Fire (RF) grants bonus follow-up volleys against matched targets. After the initial volley, a percentage of shots continue firing in a cascading chain that diminishes each volley until reaching 0.
  • RF values range from ×1.5 (33% continue, ~1.5× total damage) to ×3 (67% continue, ~3× total damage). Example: 100 marines with RF ×2 fire 100 → 66 → 43 → 28 → ... ≈ 280 total shots.
  • Each engagement has a ±20% variance roll on the first follow-up volley via the seeded PRNG. This cascades through subsequent volleys, giving ~20-30% total spread between fights. Same seed = same result.
  • Three-tier priority: (1) Unit-specific — vs exact unit types like 'Fighta-Bomba ×3', (2) Faction-scoped — vs a specific faction's category like 'Ork Infantry ×2', (3) Category-wide — vs any faction's infantry/fighters/etc.
  • Category-based RF ensures units are effective against ALL factions. 283 units now have category and/or faction-scoped RF values.
Player Infantry(30 units)
Accatran-Pattern Light VeteransCategory: infantry ×4
Auxilia Lasrifle SectionCategory: infantry ×2
Cataphractii Terminator (Chainfist)Category: heavy_vehicle ×3 | Faction: necron super_heavy ×2
Cataphractii Terminator (Combi-Bolter)Category: elite_infantry ×2 | Faction: ork elite_infantry ×4, necron elite_infantry ×3
CenturionCategory: elite_infantry ×2 | Faction: ork elite_infantry ×3
Destroyer SquadCategory: elite_infantry ×2 | Faction: necron elite_infantry ×3, aeldari elite_infantry ×3
Forge LordCategory: walker ×2 | Faction: ork walker ×3, necron fast_attack ×2
Heavy Support SquadCategory: heavy_vehicle ×3 | Faction: ork heavy_vehicle ×4, necron fast_attack ×2
Javelin Attack SpeederFaction: ork heavy_vehicle ×3, ork walker ×3, necron fast_attack ×2
Legion Assault SquadCategory: fast_attack ×3 | Faction: ork infantry ×4
Legion ChaplainCategory: infantry ×2 | Faction: ork elite_infantry ×3, rakgol infantry ×3
Legion PraetorCategory: elite_infantry ×2 | Faction: ork elite_infantry ×4, aeldari fast_attack ×3
Legion Recon SquadCategory: fast_attack ×3 | Faction: hrud fast_attack ×4, garrison garrison ×4
Legion Tactical — FlamerCategory: infantry ×4
Legion Tactical — MeltagunCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Legion Tactical — Missile LauncherCategory: fighter ×2, gunship ×2
Legion Tactical — Plasma GunCategory: elite_infantry ×3
Legion Tactical — StandardCategory: infantry ×3 | Faction: ork infantry ×4
Legion Veteran SquadCategory: infantry ×3 | Faction: ork infantry ×4, ork elite_infantry ×3
Master of SignalCategory: fighter ×2 | Faction: ork fighter ×3, hrud fighter ×3
Mezoa-Pattern BreacherCategory: elite_infantry ×2
Outrider SquadronCategory: infantry ×4 | Faction: hrud fast_attack ×3
Planetary Defense ForceCategory: infantry ×3
Reaver Battle TitanCategory: super_heavy ×3, heavy_vehicle ×4, garrison ×2 | Faction: necron super_heavy ×4, ork super_heavy ×4, hrud super_heavy ×4, rakgol super_heavy ×4, aeldari walker ×4
Sky-Hunter JetbikeCategory: elite_infantry ×4
Tactical Support SquadCategory: infantry ×3 | Faction: ork infantry ×4, megarachnid infantry ×4
Tartaros Terminator (Power Fist)Category: walker ×2 | Faction: ork walker ×4, aeldari walker ×3
Tartaros Terminator (Volkite)Category: elite_infantry ×3 | Faction: ork elite_infantry ×4, megarachnid infantry ×3
Veletaris Storm SectionCategory: infantry ×3
Veteran Tactical SquadCategory: infantry ×4
Player Legion-Unique(18 units)
Ashen CircleFaction: ork infantry ×4, ork elite_infantry ×4, aeldari fast_attack ×3
Dawnbreaker CohortFaction: ork elite_infantry ×4, aeldari fast_attack ×3, rakgol infantry ×4
Deathshroud TerminatorCategory: elite_infantry ×3 | Faction: ork elite_infantry ×4
Firedrake TerminatorFaction: ork elite_infantry ×4, ork walker ×3, necron fast_attack ×2
Golden KeshigCategory: fast_attack ×3 | Faction: ork infantry ×4, megarachnid fast_attack ×4
Gorgon TerminatorFaction: ork walker ×3, necron fast_attack ×3, rakgol heavy_vehicle ×2
Inner Circle Knight CenobiumCategory: elite_infantry ×3 | Faction: ork elite_infantry ×4, aeldari fast_attack ×3
Invictarus SuzerainCategory: elite_infantry ×3 | Faction: ork elite_infantry ×4, megarachnid infantry ×4
Justaerin TerminatorCategory: elite_infantry ×2 | Faction: ork elite_infantry ×4, rakgol elite_infantry ×3
Lernaean TerminatorCategory: elite_infantry ×2 | Faction: ork elite_infantry ×4, necron elite_infantry ×3
Mor Deythan Strike SquadCategory: fast_attack ×3 | Faction: hrud fast_attack ×4, aeldari fast_attack ×4
Palatine BladeFaction: ork elite_infantry ×4, megarachnid infantry ×4, hrud fast_attack ×3
Red ButcherCategory: elite_infantry ×3 | Faction: ork infantry ×4, ork elite_infantry ×4
Sekhmet Terminator CabalCategory: elite_infantry ×3 | Faction: necron elite_infantry ×4, ork walker ×2
Templar BrethrenCategory: infantry ×3 | Faction: ork elite_infantry ×4, megarachnid infantry ×4
Terror SquadCategory: infantry ×4
Tyrant Siege TerminatorFaction: necron super_heavy ×3, ork heavy_vehicle ×3, aeldari walker ×2
Varagyr TerminatorCategory: elite_infantry ×3 | Faction: ork elite_infantry ×4
Player Vehicles & Walkers(24 units)
Agripinaa-Pattern Leman Russ EradicatorCategory: infantry ×4 | Faction: ork elite_infantry ×4
Castraferrum DreadnoughtFaction: ork walker ×3, ork heavy_vehicle ×2, megarachnid infantry ×4
Contemptor DreadnoughtCategory: walker ×3, infantry ×3 | Faction: ork walker ×4, necron fast_attack ×3
Deredeo DreadnoughtCategory: fighter ×3 | Faction: ork fighter ×4, hrud fighter ×4
Estaban-Pattern Assault VindicatorCategory: elite_infantry ×4
Graia-Pattern Rapier Laser DestroyerCategory: heavy_vehicle ×4 | Faction: ork walker ×4, necron super_heavy ×4, garrison garrison ×3
Konor-Pattern Defence DreadnoughtFaction: ork walker ×2, ork heavy_vehicle ×2, megarachnid infantry ×3, garrison garrison ×3
Kratos Heavy TankCategory: heavy_vehicle ×2 | Faction: ork heavy_vehicle ×3, ork walker ×3
Leman Russ Strike SquadronCategory: infantry ×3 | Faction: ork infantry ×4
Leviathan Siege DreadnoughtFaction: aeldari walker ×3, necron super_heavy ×2, rakgol heavy_vehicle ×3, garrison garrison ×3
Mars-Solar Pattern BasiliskFaction: garrison garrison ×4
Medusa Siege TankFaction: garrison garrison ×4, ork heavy_vehicle ×3
Metallica-Pattern Siege VindicatorCategory: elite_infantry ×2 | Faction: ork elite_infantry ×3
Predator AnnihilatorCategory: heavy_vehicle ×2, walker ×2, light_vehicle ×2
Predator DestructorCategory: infantry ×4
Ryza-Pattern Plasma PredatorCategory: heavy_vehicle ×3, walker ×3
Sicaran ArcusCategory: fighter ×3 | Faction: ork fighter ×4
Sicaran Battle TankCategory: fighter ×2 | Faction: ork heavy_vehicle ×3, ork fighter ×3
Sicaran PunisherCategory: infantry ×4
Sicaran VenatorFaction: necron super_heavy ×3, aeldari walker ×3, rakgol heavy_vehicle ×2
Stygies-Pattern ManticoreCategory: infantry ×4 | Faction: ork elite_infantry ×4
Tigrus-Pattern Vanquisher PredatorCategory: heavy_vehicle ×4 | Faction: necron super_heavy ×4, ork walker ×4
VindicatorCategory: garrison ×2
Whirlwind ScorpiusCategory: infantry ×4
Player Aircraft & Transports(10 units)
Corsair BomberCategory: cruiser ×2 | Faction: ork cruiser ×3, hrud escort ×3, ork heavy_vehicle ×4, necron super_heavy ×3
Fire Raptor — Las CannonFaction: garrison garrison ×3
Fire Raptor — Quad ReaperCategory: infantry ×4
Lightning Strike FighterCategory: fighter ×3, gunship ×2
Mastodon Heavy Assault TransportCategory: infantry ×2, elite_infantry ×2
Sokar-Pattern StormbirdCategory: fighter ×2 | Faction: ork fighter ×4, aeldari fighter ×3, rakgol fighter ×3
Storm EagleCategory: fighter ×2 | Faction: ork fighter ×3, rakgol fighter ×3
Thunderhawk GunshipCategory: infantry ×3, fighter ×2 | Faction: ork infantry ×4, ork fighter ×3
Voss Primaris LightningCategory: fighter ×3, light_vehicle ×2
Xiphon InterceptorCategory: fighter ×3 | Faction: ork fighter ×4, hrud fighter ×4, megarachnid fighter ×4, rakgol fighter ×4
Player Void Ships(7 units)
Battle BargeCategory: capital ×3 | Faction: ork cruiser ×4, aeldari cruiser ×4, rakgol cruiser ×4
Crusade-Class CruiserCategory: cruiser ×2 | Faction: ork cruiser ×4, aeldari cruiser ×3
Devastation-Class CruiserCategory: cruiser ×3 | Faction: ork cruiser ×4, hrud escort ×4
Gladius FrigateCategory: escort ×4 | Faction: ork cruiser ×3
Gloriana-Class FlagshipCategory: escort ×4 | Faction: ork cruiser ×3
Hunter-Class DestroyerCategory: escort ×4, cruiser ×3 | Faction: aeldari fighter ×3
Strike CruiserCategory: cruiser ×2 | Faction: ork cruiser ×4, aeldari cruiser ×3, rakgol cruiser ×3
Player Super-Heavy & Titans(10 units)
Cerberus Heavy Tank DestroyerCategory: super_heavy ×3 | Faction: necron super_heavy ×4, rakgol heavy_vehicle ×4, aeldari walker ×3
FalchionCategory: super_heavy ×3 | Faction: necron super_heavy ×4, aeldari walker ×4, rakgol heavy_vehicle ×4
FellbladeCategory: super_heavy ×3, heavy_vehicle ×4 | Faction: necron super_heavy ×4
Land Raider ProteusCategory: elite_infantry ×3 | Faction: ork elite_infantry ×4
Lucius-Pattern Warhound Scout TitanCategory: heavy_vehicle ×4, super_heavy ×3, garrison ×2 | Faction: aeldari walker ×4
Spartan Assault TankCategory: infantry ×4
Typhon Heavy Siege TankCategory: super_heavy ×3 | Faction: aeldari walker ×4, ork heavy_vehicle ×4
Voss-Pattern Heavy Land RaiderCategory: elite_infantry ×2 | Faction: ork elite_infantry ×3
Warhound Scout TitanCategory: heavy_vehicle ×4, super_heavy ×3, garrison ×2 | Faction: aeldari walker ×4
Warlord Battle TitanCategory: super_heavy ×4, heavy_vehicle ×4, walker ×4, garrison ×2 | Faction: garrison garrison ×3
Garrison(4 units)
Bunker CrewCategory: elite_infantry ×3
Crusade VolunteerCategory: infantry ×3
Defense BatteryCategory: fighter ×4, gunship ×4
Defense CannonCategory: escort ×3
Ork(13 units)
Gretchin MobCategory: infantry ×3
Killa Kannon PitCategory: fighter ×4, gunship ×4 | Faction: player transport ×2, player fighter ×2
Mega-Armoured NobCategory: elite_infantry ×3
MeganobCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Ork BoyCategory: infantry ×2
Ork Boyz GarrisonCategory: infantry ×3
Ork Flak GunzCategory: fighter ×4, gunship ×4
Ork NobCategory: infantry ×2
Rok LobbaCategory: escort ×3, cruiser ×3, capital ×3 | Faction: player escort ×2
Shoota BoyCategory: infantry ×2
Slugga BoyCategory: infantry ×2
WarbossCategory: infantry ×2
WeirdboyCategory: infantry ×2
Aeldari(14 units)
Aeldari PulsarCategory: escort ×3, cruiser ×3, capital ×3 | Faction: player cruiser ×2, player capital ×2
Aeldari RangerCategory: infantry ×3
Bright Lance BatteryCategory: fighter ×4, gunship ×4 | Faction: megarachnid fast_attack ×2
Dark ReaperCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Dire AvengerCategory: infantry ×2
Dire Avenger GarrisonCategory: infantry ×3
Fire DragonCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Guardian DefenderCategory: infantry ×2
Howling BansheeCategory: infantry ×2, elite_infantry ×3
Striking ScorpionCategory: infantry ×2
Swooping Hawk ShroudCategory: fighter ×4, gunship ×4 | Faction: player transport ×2
WraithguardCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Wraithguard GarrisonCategory: elite_infantry ×3
WraithlordCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Necron(14 units)
Bio-Spitter BatteryCategory: fighter ×4, gunship ×4 | Faction: player fighter ×2, player transport ×2
DeathmarkCategory: infantry ×2, heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Gauss SentinelCategory: fighter ×4, gunship ×4
Immortal GarrisonCategory: infantry ×3
LychguardCategory: infantry ×2
Lychguard GarrisonCategory: elite_infantry ×3
Necron DestroyerCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Necron ImmortalCategory: infantry ×2
Necron MonolithCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Necron WarriorCategory: infantry ×2
Necron Warrior GarrisonCategory: infantry ×3
Particle Whip ArrayCategory: fighter ×4, gunship ×4 | Faction: player transport ×2
Tesla DestroyerCategory: escort ×3, cruiser ×3, capital ×3
Tomb StalkerCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Hrud(8 units)
Hrud Elder GarrisonCategory: elite_infantry ×3
Hrud Fusil BatteryCategory: fighter ×4, gunship ×4 | Faction: megarachnid fast_attack ×2
Hrud JuggernautCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Hrud Scavenger GarrisonCategory: infantry ×3
Hrud WarriorCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Hrud Warrior GarrisonCategory: infantry ×3
Temporal Disruptor GridCategory: fighter ×4, gunship ×4 | Faction: player transport ×2
Warp LeechCategory: escort ×3, cruiser ×3, capital ×3 | Faction: player cruiser ×2
Rak'Gol(11 units)
Rak'Gol AbominationCategory: infantry ×2
Rak'Gol Brute GarrisonCategory: elite_infantry ×3
Rak'Gol ButcherCategory: infantry ×2
Rak'Gol CarverCategory: infantry ×3
Rak'Gol DevastatorCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Rak'Gol Flayer BatteryCategory: fighter ×4, gunship ×4
Rak'Gol MarauderCategory: infantry ×2
Rak'Gol Marauder BatteryCategory: escort ×3, cruiser ×3, capital ×3
Rak'Gol RenderCategory: infantry ×2
Rak'Gol Sky FlayerCategory: fighter ×4, gunship ×4 | Faction: player transport ×2, player fighter ×2
Slave SoldierCategory: infantry ×3
Megarachnid(5 units)
Acid CannonCategory: escort ×3, cruiser ×3, capital ×3 | Faction: player super_heavy ×2
Broodling SwarmCategory: infantry ×3
Megarachnid GuardianCategory: elite_infantry ×3
Megarachnid Warrior GarrisonCategory: infantry ×3
Winged Hunter SwarmCategory: fighter ×4, gunship ×4 | Faction: player transport ×3, player fighter ×2
Other NPC(95 units)
Acid SpitterCategory: infantry ×2
Acid SprayerCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Annihilation BargeCategory: infantry ×2, fast_attack ×2
BattlewagonCategory: infantry ×2
Bio-TitanCategory: garrison ×2
Blitza-BommerCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2, garrison ×2
Blood HulkCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Burna BoyCategory: infantry ×2
Cairn-Class TombshipCategory: capital ×2
Charnel BargeCategory: cruiser ×2
CraftworldCategory: garrison ×2, heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Craftworld Hull SectionCategory: garrison ×2, heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
DakkajetCategory: fighter ×2, gunship ×2, transport ×2
Deff DreadCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Doom ScytheCategory: fighter ×2, gunship ×2, transport ×2
Doomsday ArkCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Dread HulkCategory: capital ×2
Entropy BeastCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Entropy HulkCategory: capital ×2
Falcon Assault CarrierCategory: fighter ×2, gunship ×2, transport ×2
Falcon Grav-TankCategory: fighter ×2, gunship ×2, transport ×2
Fighta-BombaCategory: super_heavy ×4, heavy_vehicle ×4, walker ×4, garrison ×2 | Faction: garrison garrison ×3
Fire PrismCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Flash GitCategory: infantry ×2
GargantCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2, infantry ×2, fast_attack ×2
Gauss PylonCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Gore CannonCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2, garrison ×2
GorkanautCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
HaruspexCategory: infantry ×2
Hemlock WraithfighterCategory: infantry ×2, fighter ×2, gunship ×2, transport ×2
Hive Carrier OrganismCategory: infantry ×2
Hive ShipCategory: capital ×2
Hive TyrantCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2, infantry ×2, fast_attack ×2
Hrud LeviathanCategory: capital ×2
Hrud ScavengerCategory: fighter ×2, gunship ×2, transport ×2
Hrud Void SkiffCategory: escort ×2
Humanoid Automata (Las-Carbine)Category: infantry ×2
Humanoid Automata (Melta)Category: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Humanoid Automata (Missile)Category: fighter ×2, gunship ×2, transport ×2
Iron Flak BastionCategory: fighter ×4, gunship ×4 | Faction: player transport ×2, player fighter ×2
Iron Null-ArrayCategory: cruiser ×2
Jain Zar, Storm of SilenceFaction: player infantry ×5, player fast_attack ×5, player elite_infantry ×3
Kill KroozerCategory: escort ×3, cruiser ×2
Marauder FrigateCategory: escort ×2
Maugan Ra, the Harvester of SoulsFaction: player infantry ×5, player elite_infantry ×5
Megarachnid BehemothCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Megarachnid GargoyleCategory: fighter ×2, gunship ×2, transport ×2
Migration BargeCategory: cruiser ×2
Migration SwarmCategory: cruiser ×2
Monolith Assault BargeCategory: infantry ×2
Night ScytheCategory: escort ×2
Night Scythe TransportCategory: fighter ×2, gunship ×2, transport ×2
Night Shroud BomberCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2, garrison ×2, fighter ×2, gunship ×2, transport ×2
Night SpinnerCategory: infantry ×2
Night WingCategory: fighter ×2, gunship ×2, transport ×2
Nightshade InterceptorCategory: fighter ×2, gunship ×2, transport ×2
Nightwing InterceptorCategory: fighter ×2, gunship ×2, transport ×2, heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Null Lance PlatformCategory: escort ×2
Ork EscortCategory: fighter ×2
Ork Landing RaftCategory: infantry ×2
Ork Mega-TransporterCategory: infantry ×2
Pain EngineCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Phoenix ShipCategory: escort ×2
Rak'Gol Assault BargeCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Rak'Gol BruteCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Rak'Gol Butcher ShipCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2, infantry ×2
Rak'Gol HulkCategory: capital ×2
Rak'Gol RaiderCategory: fighter ×2, gunship ×2, transport ×2
Rak'Gol ReaverCategory: escort ×2
Rak'Gol VoidshipCategory: cruiser ×2
Revenant TitanCategory: garrison ×2
Scythe Harvest ShipCategory: capital ×2
Scythe-Class CruiserCategory: cruiser ×2
Shadow SpectreCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Shriek WingCategory: fighter ×2, gunship ×2, transport ×2
Shroud-Class CruiserCategory: escort ×2
Siege Battle-AutomataCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Sky SentinelCategory: fighter ×2, gunship ×2, transport ×2, heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Sky WeaverCategory: fighter ×2, gunship ×2, transport ×2
Solaris-Class Light CruiserCategory: cruiser ×2
Space HulkCategory: infantry ×2, fast_attack ×2
StormboyCategory: infantry ×2
Swooping HawkCategory: fighter ×2, gunship ×2, transport ×2
TankbustaCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Temporal ColossusCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Tesseract VaultCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Void KrakenCategory: escort ×2
Void RunnerCategory: escort ×2
Void SentinelCategory: fighter ×2, gunship ×2, transport ×2 | Category: fighter ×2, gunship ×2, transport ×2, heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
Void Stalker BattleshipCategory: capital ×2
War WalkerCategory: infantry ×2
Warbiker MobCategory: infantry ×2
Warp StalkerCategory: fighter ×2, gunship ×2, transport ×2
Wave Serpent CarrierCategory: fighter ×2, gunship ×2, transport ×2
WraithknightCategory: heavy_vehicle ×2, super_heavy ×2, walker ×2, titan ×2
April 4, 2026Defense Overhaul, Space Hulk Rewards, Daily Catch-Up & Quality of Life

Defense & Conquest Overhaul

  • Building damage on NPC conquest — when NPCs capture your planet, buildings lose 25% of their levels (rounded down). Reconquering restores the planet but at reduced infrastructure.
  • Conquest garrisons — planets reconquered from NPCs retain 50% stronger garrisons from invasion survivors. NPC expansion garrisons remain at normal strength.
  • Defense salvage loot — defenders now earn loot based on losses inflicted, even in defeat. Every battle matters, win or lose.
  • Stalemate withdrawal — untargetable units (e.g. aerial-only vs ground-only) automatically withdraw after reserves are exhausted, preventing infinite combat loops.
  • Garrison buildings at L12+ now receive a 15% discount to both cost and build time.

Space Hulk Reward Overhaul

  • Space Hulk loot now scales to conquest-comparable levels: L5 ~100K adamantium, L7 ~300K, L10 ~800K.
  • Unique drops: Commander Shards (guaranteed at L5+), equipment drops, archeotech fragments (L4+), and rare vault artifacts (L7+).
  • Enemy strength increased to 85% of your eligible forces — hulk fights are genuine engagements, not free loot.
  • Combat stance changed to do-or-die with 20-round limit — commit fully or don’t go.
  • Fixed space hulk raid failing silently when triggered from fleet arrival.
  • Combat reports now include all standard fields (losses, loot, captain report, hero data).

Ship & Building Balance

  • All player warships (Hunter Destroyer through Gloriana) receive +50% Shield and Hull Points — void engagements last longer and feel more impactful.
  • Orbital Shipyard L6–L8, Machine Cult L7–L8: 25% cost reduction on upgrades.
  • Garrison buildings at L12+: 25% reduction to both base cost and build time.

Daily Bonus Catch-Up System

  • New relative catch-up tiers based on production rate vs the galaxy’s top producer.
  • Players at ≤33% of the top producer’s output receive the full 3× streak multiplier with no reduction.
  • Players at ≤66% of the top producer receive up to 2× streak multiplier.
  • Top producers still receive the existing graduated reduction. Catch-up tier shown on the daily bonus card.

Sector Garrison System

  • Deploy fleets to sectors with unclaimed planets to intercept NPC expansion fleets.
  • Garrisoned fleets automatically engage NPC colonization attempts, blocking enemy territorial growth.
  • Toggle auto-intercept per garrison. Recall garrisons back to homeworld at any time.
  • Note: sector garrisons intercept expansion only — they do not engage NPC invasion fleets targeting player planets.

Attack Plans — Rapid Dispatch

  • Attack Plans that have been assembling for 3+ hours unlock Rapid Dispatch — 15-minute travel time for the entire strike force.
  • Rewards patience with decisive speed for coordinated multi-player operations.

Combat Engine Fixes

  • Retreat casualty penalty removed for all factions — survivors keep what they have on retreat. White Scars no longer uniquely benefit.
  • NPC invasions now use do-or-die stance (999 rounds, no retreat) — invasion forces fight to the last.
  • Rally attacks now load the same full bonus set as solo attacks (event, community, vault, deck, garrison bonuses).
  • Aerial targeting restriction: non-anti-air units cannot target aerial units at all (hard block, not dodge).
  • Fixed void survivor loss bug where surviving ships were incorrectly counted as casualties.
  • NPC faction desperation: factions reduced to 5 or fewer planets enter desperation mode with level cap bypass and 24-hour shields on new colonies.

Battle Reports

  • Round headers now show forces that ENTERED the round instead of post-round survivors — matches player expectations.
  • Applied consistently across all round types: combat rounds, first strike, stronghold wave 2, and legacy reports.

Quality of Life

  • Pending queue items (both recruit and building) now show estimated completion times.
  • Bulk recruit panel shows combat tags (anti-air, anti-armor, etc.) on each unit.
  • Bulk recruit no longer blocks on available slots — excess units queue as pending.
  • Shipyard slot counting fixed — warships correctly report slotsConsumed (3 slots for destroyers+).
  • Building upgrade time display uses shared SSOT function (cumulativeBuildTime) across planet detail and bulk build.
  • Reinforcement dialog correctly shows slot capacity used by warships.
  • Single Source of Truth: all combat paths (solo, rally, invasion defense) now use loadPlayerCombatLoadout for consistent bonus loading.
  • Travel time constants unified — no more inline magic numbers across dispatch paths.
March 24, 2026Beta-2: Combat V2 Engine, Captain Overhaul, Champion, Flagship & Event Decks

Combat V2 Engine

  • All-new modular combat engine with distinct battle phases: Void Combat, Orbital Bombardment, Ground Deployment, and Ground Combat.
  • Leader Duels: your Company Captain or Champion can challenge NPC leaders in one-on-one combat before the main battle. Win duels to earn army-wide bonuses and trophies.
  • Duel round limits match your chosen combat stance — Skirmish gives 5 rounds, Conquest up to 30, Do or Die fights until one falls.
  • Combat stances redesigned: Skirmish (quick probe, retreat on loss), Conquest (fight until 50% casualties), Do or Die (no retreat), Void Strike (void-only), Steel Rain (drop pod assault), and Void Siege (orbital bombardment).
  • Steel Rain now properly handles void ship deployment — warships orbit and provide bombardment support while drop pods deliver troops.
  • Orbital Bombardment: surviving void ships after winning void supremacy fire on ground defenders before your troops deploy.
  • Transport Shield system: Rhinos, Land Raiders, and Spartans distribute shield points to infantry they carry.
  • AA Transport-Destruction model: anti-air fire targets transports during insertion, troops inside die proportionally.
  • Round-by-round breakdown in battle reports with damage dealt, kills, shields, and combat tags (anti-infantry, rapid fire, etc.).
  • Battle report accuracy overhauled — unit conservation verified across all phases, no more mismatched numbers.

Special Combat Scenarios

  • 11 phase-restricted combat templates for unique encounters:
  • Space Hulk: infantry, elites, walkers, and fast attack only — no vehicles or void ships.
  • Underground: tunnel fighting — no wheeled vehicles or titans.
  • Toxic Wasteland: sealed vehicles only — infantry can't survive the toxins.
  • Atmospheric: dual-layer flyers only — ground vehicles can't fly.
  • Atmospheric Disruption: severe storms ground all aircraft — pure infantry and armor.
  • Titandeath: only god-engines clash — everything else is too small to matter.
  • Ion Storm: void warships only — fighters can't operate in electromagnetic interference.
  • Boarding Action: infantry and fast attack — corridors are too narrow for walkers.
  • Siege Assault: capitals and cruisers fight void phase, then ground forces deploy (no flyers).
  • Night Raid: stealth infantry only — no heavy armor, walkers, or titans.
  • Warp Rift: all units fight, but 10% hull damage per round from warp energy (daemon units immune).
  • Units that can't participate in a restricted battle return home safely with no retreat penalty.

Company Captain Overhaul

  • 6 captain backgrounds: Techmarine, Chaplain, Veteran Sergeant, Apothecary, Librarian, and Standard Bearer.
  • Each background unlocks a unique talent branch with duel-specific abilities.
  • Background choice is permanent and affects strategic bonuses, duel performance, and army support.
  • Duel talents: Shock Assault (bonus first-round damage), Resurgence (HP regen every 3rd round), Fury Unbound (scaling damage as HP drops), Iron Will (+10% max HP), Battle Meditation (+15% shield regen), and Rally the Fallen (army buff on victory).
  • Bulwark talent redesigned: per-round damage absorption budget (50 × captain level) instead of flat reduction.
  • Captain specialization at Level 5: choose Void Commander (flagship, void combat focus), Ground Commander (duel specialist, ground buffs), or Logistician (economic bonuses across all planets).
  • Strategic talents now require your captain to be stationed at Legion Command — deploying them removes the economic bonus.
  • Equipment affects duels: Storm Shield grants 15% block chance, Iron Halo grants per-round shield regen.

Company Champion (New)

  • Second hero unit focused purely on melee dueling — no strategic/economic talents.
  • 10 unique champion talents across 3 tiers: Parry (dodge chance), Nemesis Hunter (+25% WP vs NPC leaders), Adamantine Resolve (survive one lethal hit), Precision Cuts (15% shield bypass), Blade of the Legion (+10% army WP when present), Unbowed (stacking WP per round survived), and Executioner (20% critical strike chance).
  • Champion can be deployed alongside or instead of your Captain for chained duels — first duelist weakens the enemy leader, second finishes them off.
  • 4 equipment slots: melee weapon, ranged weapon, armour, helmet.
  • Duel order preference: choose whether Captain or Champion duels first via fleet dispatch.
  • Option to skip duels entirely on a per-dispatch basis for protecting low-level heroes.

Flagship System

  • Void Commanders can build a personal Flagship at the Forge.
  • 5 hull chassis tiers: Hunter-Class Destroyer, Gladius Frigate, Crusade-Class Cruiser, Strike Cruiser, Battle Barge.
  • Flagship fights as part of your void fleet with unique stats based on hull choice.
  • Upgrade and refit your hull as your Shipyard level increases.

NPC Leaders & Duels

  • 100+ unique NPC leader names per faction — Ork Warbosses, Aeldari Autarchs, Necron Overlords, and more.
  • 3-4 leader archetypes per faction with distinct duel traits: Ork Warbosses have high HP and multi-attack, Aeldari Farseers dodge and bypass shields, Necron Lords regenerate, Hrud Entropy Weavers debuff your damage over time.
  • NPC leaders spawn on most NPC planets (50% at L1, 100% at L5+). High-level planets have 2 leaders for chained duels.
  • Defeating an NPC leader removes their army buff and earns a trophy item.
  • Leader army buffs are typed: WP boost, vehicle HP boost, dodge chance, shield bypass, or HP regeneration depending on archetype.

Event Deck System

  • Campaign storylines that unfold over 10 events as players progress through the galaxy.
  • Ork WAAAGH! deck: face the green tide with unique encounters including Rok bombardments and Warboss duels.
  • Aeldari-Daemon deck: the original storyline — alien empires and warp storms.
  • Additional decks in development: Necron, Rangdan, Laer, Compliance, Khrave, Hrud.
  • Events chain immediately when conditions are met — no artificial time gates.
  • Each event has unique objectives, rewards, and consequences that affect the entire galaxy.

Galaxy Generation Overhaul

  • New 'Dual Front' layout: Terra at the galactic west, starting worlds scattered across the galaxy, NPC factions form dense clusters at the edges.
  • NPC factions now occupy contiguous territory blobs grown outward from their capitals via flood-fill.
  • Proximity level cap: NPC planets near player starting worlds are capped at L3-L7 depending on distance — ensuring a gentle difficulty ramp.
  • NPC capitals pushed to the galaxy edge for dramatic endgame objectives.
  • Initial void patrols seeded at galaxy creation — players can fight scouts from Day 1.
  • NPC expansion begins immediately (spreading to empty worlds). Invasions against player planets start at Day 2 00:00 UTC.
  • Radius 8 maps for more space (217 sectors, 500+ planets).

Iterator Compliance System

  • Planets must be brought into compliance through sustained occupation, not instant conquest.
  • 5-minute server ticks calculate compliance gain based on garrison strength and sector control.
  • Contested sectors (shared with NPC) reduce compliance gain rate.
  • 0% compliance reverts a planet to unclaimed — hold your territory or lose it.
  • Compliance affects building and recruitment — low compliance limits what you can construct.

Quality of Life

  • Combat reports modularized into 10 focused components for cleaner, more readable battle summaries.
  • Order of Battle shows all participating units including Captain and Champion.
  • Duel section in battle reports with round-by-round breakdown, damage dealt, HP remaining, and duel traits activated.
  • Phase-specific invasion warning banners: amber "Intel" on Day 1, red "Alert" on Day 2-3.
  • Specialization preview: see all talents in each branch before committing to Void Commander, Ground Commander, or Logistician.
  • Conquest immunity reduced from 24h to 8h — faster NPC counterattacks keep pressure up.
March 17, 2026 (late)NPC Overhaul, Daemon Rift Rework & Balance System

Daemon Rift Event (Live)

  • Reworked: single Daemon Rift spawns at the fallen capital sector.
  • Daemon fleets dispatch every 8h, targeting 1 planet per adjacent sector (up to 6 per wave).
  • Fleet strength: L8–L10 with proper invasion squadrons and 8h travel time.
  • Players can see incoming daemon fleets on the map and garrison planets to defend.
  • Daemon Rift is unconquerable — "The Warp Storm is impenetrable. Survive until it collapses."
  • Event display: "X / 15 worlds lost" with red progress bar.
  • 24h early success: if no worlds fall in the first 24 hours, the rift seals and the event completes.
  • Regular NPC invasions are halted during active warp storms.

NPC Changes (Live — all galaxies)

  • NPC vs NPC faction wars now show as visible amber fleet arrows on the galaxy map with 3h travel time and faction name tooltips.
  • Campaign-day level cap: NPC max level rises daily. No practical change for beta-1 (day 17+), but new galaxies benefit from day 1.

Prepared for Future Galaxies (does NOT affect beta-1)

  • Budget-based NPC scaling: consistent WP targets per level (L1: 500 → L10: 80K garrison). Faction modifiers baked in — what you see is what you fight.
  • Loot diminishing returns: overkill fleets (10x+ enemy strength) receive reduced loot. Fair fights (≤1.5x) get full rewards.
  • NPC capitals seeded at L15 (600K ground WP) — boss-tier garrison with instant reinforcement when attacked.
  • Per-galaxy feature flags: each galaxy controls which balance systems are active. Existing galaxies are unaffected.
  • Balance Override System: galaxy admins can override individual unit stats, building costs, NPC budget tables, and economy multipliers per-galaxy. Changes cached 24h with instant invalidation on save.
March 17, 2026Defense Overhaul, Planet History, UI Improvements & Bug Fixes

Fleet Command

  • Search box — filter fleets and planets by name.
  • "Hide defense-only" checkbox — hides planets with only defense fleets/garrison buildings (persisted per galaxy).
  • Incoming invasion cards — red warning per planet with NPC faction, level, Void/Ground WP/S/H totals, ETA countdown, and collapsible unit breakdown.
  • Fleet split: prominent "½ Split All Evenly" button for one-click halving, plus Select All / Clear buttons.
  • Unit category headers (Infantry, Fast Attack, etc.) now colored and larger for readability.

Galaxy Map

  • Allied garrisons visible on all player planets regardless of legion — see what you're defending.
  • Copy link button (⧉) now available on ALL planets, not just hostile.
  • "Show mine" checkbox in Players filter.
  • Fleet travel arrows simplified: yellow = yours, green = ally.
  • Fleet factionId correctly resolved from owner (fixes transferred fleet colors).

Coordination & Defense

  • Defense requests auto-resolve when NPC invasion ends.
  • Sidebar badge showing count of active ally defense requests.
  • Auto-defense ON by default for all players.
  • Garrison scaling overhaul — exponential scaling (1.1× per level), hand-designed tier tables. L10 garrisons ~2.6× stronger, L20 ~6.7× stronger.
  • 25 base energy on all owned planets — conquered worlds support garrisons immediately.
  • Ground garrison scales with energy deficit — orbital platforms exempt.
  • Conquest auto-grants plasma reactor + geothermal plant.

NPC

  • NPC extinction — last planet conquered cancels all traveling fleets. Event arcs for extinct factions auto-skipped.
  • NPC vs NPC visible conflicts — xenos wars dispatch visible fleets with 3h travel time.
  • Feature-flagged budget-based NPC scaling + loot diminishing per galaxy settings.

New Features

  • Planet History — new tab on planet detail page. Persistent audit trail: conquests, colonizations, invasions, defense victories, NPC expansion.
  • Transfer notifications — dismissible banner with "View on Map" link to the sector.
  • Comprehensive Talo analytics — combat tracking (NPC faction, level, stance, units lost/killed, captain survival, leader duels, flawless victories), fleet dispatch, resource spending, research, invasion defense.
  • Repair All on Captain armoury — one click for all damaged equipment.
  • Standing Orders always total 100+ points — Tier 5 always reachable.
  • Remove old marketplace listings — button on cancelled/expired entries.
  • Batch Quick Train hides units you can't build (only shows units with required building level).
  • Reinforcement recruitment now splits across all available build slots.
  • Legion Command checked globally (homeworld) in bulk planet manager UI.

Bug Fixes

  • Chat notification badge clears without page reload.
  • Fleet factionId updated on transfer to match new owner.
  • NPC invasion defense reports no longer show DEFEAT when you won.
  • Broken equipment shows BROKEN label + sidebar badge.
  • Transfer banner links to map sector instead of fleet page.
  • Planet ↗ button restricted to own planets only.

Mobile

  • Search input full-width on mobile.
  • Minimum font sizes enforced (11px for content text).
  • Ally labels bumped from 9px to 11px.
March 16, 2026 (evening)Fleet Command Overhaul, Galaxy Map UX, Coordination System & Performance

Fleet Command Overhaul

  • Stationed fleets now grouped by planet with collapsible groups. Collapse All / Expand All buttons in the filter bar.
  • Quick dispatch from collapsed planet groups — no need to expand to send fleets.
  • Auto-expand fleet card when clicking action buttons (split, merge, dispatch).
  • New Fleet option in recruit UI — always visible, creates a named fleet directly.
  • Fleet split divider — visual slider + batch split into N fleets in one action (shared across Fleet Command, planet fleet panel, and galaxy map).
  • Defense fleets excluded from dispatch dropdowns — can't accidentally send your garrison.

Galaxy Map UX

  • Dispatch/Attack button on collapsed planet cards — one-tap actions without expanding.
  • Own fleets collapsed by default — click to expand unit list, keeps sidebar clean.
  • Split/merge fleet actions inline in the sidebar with full dialog UI.
  • ETA countdown + speedup items for in-transit fleets directly on the map.
  • Dispatch UI no longer forces full planet expansion.
  • NPC capital crown shown inline with planet count.
  • Legend readability improved + dynamic Galactic Compliance threshold markers.
  • Rally section in sector panel shows full participant details + fleet strength.

Coordination System

  • Planet claims — claim NPC planets to signal intent to allies.
  • Defense requests — mark planets needing reinforcement, shows banner + map indicator.
  • Priority targets — flag high-value NPC planets for coordinated assault.
  • Reinforce banners on planet pages with quick-action buttons + bulk filter in planet manager.

Performance

  • Batch speedup items — quantity picker on speedup buttons (use Nx in one request). New Batch Fleet Speedup panel: select multiple traveling fleets via checkboxes, apply one speedup to all at once.
  • Fleet arrival resolution much faster — loot inventory writes and equipment durability updates now use bulk DB operations instead of sequential per-item loops.
  • Battle Reports page loads significantly faster — reports fetched as summaries (heavy round data excluded), detail lazy-loaded on expand. Paginated (10 per page + Load older reports).

Balance

  • Capital ship build times reduced by ~10%: Strike Cruiser now sub-1 hour base (58m 20s), Battle Barge ~1h 57m, Gloriana ~3h 53m.
  • Buffed vs baseline time display in recruitment UI — green shows your actual time with all bonuses, white parens shows the raw baseline.

Bug Fixes

  • Fleet Logistics cargo bonus no longer incorrectly applied to atmospheric transports.
  • Warship exclusive lock: only consumes slotsConsumed slots, not all available.
  • NPC invasion defense reports no longer show DEFEAT when you won.
  • Clickable [q,r] sector coordinates in Vox chat and forum posts.
  • Legion Orders goal text bumped from 10px to 12px for readability.

Mobile

  • Galaxy map back button + table view visibility fixed.
  • Table view blank screen + horizontal scrollbar fixed.
  • Filters extracted above map container for better mobile layout.
  • Rally + reinforce banners no longer cause horizontal scroll.
March 15, 2026Multi-Planet Reinforcement System

Reinforcement Overhaul

  • Fleet reinforcement now queues units through the planetary build system instead of spawning them instantly. Units are recruited at the source planet and then transported to the requesting fleet.
  • New Reinforcement Dialog: when requesting reinforcements, you now see every missing unit type alongside a list of capable source planets — each showing build time, travel distance, and combined ETA. Select the best planet for each unit type before confirming.
  • Multi-planet support: you can source different unit types from different planets in a single reinforcement order. Each planet's batch is tracked independently through build → transit → delivery.
  • Per-order status display on fleet cards: each active reinforcing order shows the source planet name, which units are inbound, whether they are still building or in transit, and the expected arrival time.
  • Hard cap enforcement: units with a maximum allowed count per player (Titans, Gloriana-Class Flagships) are now checked against all active assignments before the order is placed. You cannot queue reinforcements that would exceed the cap.
  • Ferrying surcharge: non-void units that require Imperial Navy transport (any unit with bulk > 0) incur a ferrying cost — 667 Adamantium and 500 Promethium per 200 bulk. This reflects the naval logistics cost of moving ground forces across sectors.
March 15, 2026Aeldari Grand Assault, Buff Tooltips, Rally & Map QoL

Aeldari Grand Assault — Phase 5

  • The fifth phase of the Aeldari Great Crusade event has begun: Aeldari assault fleets are now actively traveling to player planets across the galaxy.
  • Assault fleet levels are tiered by player strength — your fleet Warrior Potential combined with your stockpiled resources determines which tier you face: top 20% of players receive L7 Aeldari assault forces, next 20% receive L6, then L5, and the bottom 40% receive L4 fleets. Weaker players face proportionally weaker assault waves.
  • Assault fleets have an 18-hour travel time from their spawn point, giving players time to reinforce before contact.
  • While an Aeldari assault wave is active, random NPC invasion fleets are suppressed galaxy-wide — the skies are crowded enough.
  • Assault fleet visibility has been fixed — fleets were being spawned but not appearing on the galaxy map or in fleet alert banners for some players.

Player Strength Score

  • A composite strength score is now computed for every player: fleet Warrior Potential + (Adamantium + Promethium stockpile) / 100.
  • Updated each hour via cron and on every page visit (throttled to once per hour). Used internally for event scaling and NPC targeting — not exposed in player UI.
  • NPC invasion targeting, Aeldari assault tier assignment, and future event scaling all use this score to ensure players face challenges appropriate to their actual power level.

Unit Buff Tooltips

  • The recruitment panel now shows a breakdown tooltip on unit stats — hover any stat figure to see how each bonus is applied: base stat, then faction modifier, then research, then captain talents, then active buffs.
  • Vault artifact bonuses are now itemised per enemy species in the tooltip (e.g. +8% Attack vs Orks, +5% HP vs All Enemies).
  • Void ship cargo capacity now reflects your Fleet Logistics research level — the effective capacity after the research bonus is shown wherever cargo is displayed.
  • Buffed stats are visible on fleet cards across planet, fleet command, and galaxy map pages.

Galaxy Map & Rally UI

  • Own planet cards on the galaxy map now show an ↗ icon to open the planet directly in a new tab.
  • Incoming rally fleets are now drawn as purple dashed arrow lines on the map SVG, so you can see allied reinforcements traveling toward your planet at a glance.
  • Player names in sector hover cards were displaying blank — fixed (was projecting a renamed field).
  • Allied garrison fleets stationed at your planet are now shown in a read-only section of the Fleet panel so you can see what reinforcements are present.
  • Rally ETA countdown now displays in hours and minutes format (e.g. 2h 35m) for times over 60 minutes, matching the fleet ETA format elsewhere.

Servo Automata Bay — Build Speed Fix

  • Servo Automata Bay build speed bonus now correctly applies only to vehicles, walkers, and void ships (units built by the Machine Cult or Orbital Shipyard).
  • Previously the exponential speed-up formula was applied to all unit types including infantry, meaning high Servo levels dramatically accelerated barracks recruitment. This was unintended.

Capital Ship Build Rules — Corrections

  • Escorts (Hunter Destroyer, Gladius Frigate) correctly consume 3 shipyard slots and build one at a time. A prior patch had accidentally reverted this rule — now fixed.
  • Minimum invasion strength score threshold raised from 3,000 to 5,000 — smaller players in early-game are less likely to be targeted.
  • Strike Cruiser now correctly counts toward the Capital Fleet Crusade Citation milestone track (it was previously missing, only Battle Barge and Gloriana were counted).

QoL & Bug Fixes

  • Research queue reordering: you can no longer drag a higher-level tech item above a lower-level item of the same technology. This prevented broken states like Accelerated Induction Lv.7 appearing before Lv.6.
  • Activity Log now respects notification preferences — categories you uncheck in Settings are hidden from the default log view, not just the unread badge count. A 'Show all' link lets you see every category on demand.
  • Building upgrade cards now show each intermediate level's unlocks individually when queuing multiple levels at once (e.g. 'Lv.7: unlocks: Battle Barge · Lv.8: 5 slots (+1) · unlocks: Gloriana-Class Flagship').
  • Merge All no longer errors when a Defense Stance fleet is present at the same location — defense-stance fleets are skipped automatically and the rest merge normally.
  • Events Contribute All button now shows a confirmation step before committing all eligible units.
  • Legion Vault: Add All to Vault button added to the Inventory tab — sends every unvaulted artifact to the vault in one action. Multi-select and Sell Selected remain available for duplicates.
  • Legion Profile page crash fixed (aggregation stage had an invalid MongoDB unwind option).
  • Emoji reaction picker in Vox Chat no longer disappears when moving the cursor from the + button to the emoji options.
  • Defense garrison ally loot: allied players with fleets garrisoned at a planet that successfully repels an NPC invasion now receive their share of the loot reward, not just the planet owner.
  • Rally loot: participating players in a successful rally now correctly receive 30% of defeated enemy unit value as resource loot. Previously rally battles recorded zero loot.
March 15, 2026NPC Invasions, Capital Ship Build Rules & Forge World Bonus

NPC Invasion Scaling

  • Invasion fleet levels now scale relative to your percentile rank in the galaxy rather than absolute fleet WP thresholds. Top 10% of players receive max-level fleets; each quartile below receives fleets one level weaker.
  • Bottom 40% of players by strength score are now exempt from random NPC invasions entirely, unless their composite score (fleet WP + resource proxy) exceeds a minimum threshold. This ensures new players in small galaxies still get targeted once they have a meaningful presence.
  • Strength score is a new persistent stat computed per player: fleet WP + (adamantium + promethium) / 100. Updated every hour via the cron and on each page visit. Used internally for NPC targeting and event scaling — not shown in player UI.
  • Budget allocation for invasion fleet distribution now uses the strength score ranking so that stronger players absorb a proportionally larger share of incoming fleets.
March 13, 2026Combat — Swarm Tag System, Talent Prerequisites & Captain Fixes

Swarm Tag System

  • Anti-swarm bonus (Flamer, Devastation Cruiser, Warhound Titan, and the Overwhelming Force / Greenskin Slayer captain talents) now applies semantically rather than by raw unit count.
  • 8 NPC unit types are now classified as swarm: Gretchin, Squigs (Ork); Scarab Swarms (Necron); Megarachnid Swarmlings, Drones, and Spore Mines (Megarachnid); Rak'Gol Broodlings; and Hrud Thralls.
  • Previously, anti-swarm triggered on any squadron with 20+ units — meaning 25 heavy tanks qualified. Now it's semantically correct: only biologically swarming creatures trigger the bonus.
  • Swarm tags are visible in the Unit Overview enemy faction tables.

Captain Talent Tree

  • Prerequisite chain no longer requires manually clicking every step. If you meet the level and achievement requirements for a talent, you can equip it directly — the system checks whether you qualify for the full chain rather than demanding you click each intermediate talent.
  • Replaced the PvP Victories stat in the Captain panel (always 0 — there is no PvP) with Total NPC Victories across all factions.
  • Anti-swarm (Overwhelming Force) talent now correctly applies fleet-wide, not just to the Captain's own combat contribution.

Chat

  • URLs in Vox channel messages are now clickable links.
  • System messages (Vox announcements) now render with amber styling as intended.
March 13, 2026Command Centre Overhaul — Armoury, Captain, Forge, Fleet & Planet QoL

Armoury Panel

  • Item count now breaks down into meaningful categories: Redeemable (caches, buffs, speedups, summons), Equipment, Crafting Materials, and Commander Shards — so you can see at a glance what you have and where to use it.
  • Crafting Materials and Commander Shards now appear directly in the Command Centre Armoury panel — previously only visible on their respective pages (Forge / Captain). Each section includes a direct link to where the items are used.
  • Contextual hints added beneath each item group — speedups link to Research and Buildings, unit summons remind you to use the Fleet tab, buff items note the one-per-type rule.

Sidebar Notification Badges

  • Company Captain sidebar entry now shows an amber badge when you have open talent slots or unspent Commander Shards — no more hunting for what needs attention.
  • Forge sidebar entry shows a red badge when any equipped piece of wargear has reached 0% durability and is no longer providing its bonus.
  • The main notification badge now includes Legion Chapter objectives and Captain Milestones alongside daily directives.
  • Badges are automatically cleared when you visit the relevant page.

Talent Tree — One-Click Equip

  • Removed the two-step unlock → equip flow. If you meet the requirements, you equip directly.
  • Equippable talents now glow amber with a soft ring so they stand out at a glance.
  • An amber banner at the top of the Talent Tree card alerts you when you have open slots.
  • The slot counter (top-right of the card) highlights amber when slots are available.
  • Equipped talents shown in green; talents that can't yet be equipped remain dimmed.

Claim All — Directives & Milestones

  • Daily Directives: a Claim All button appears when 2 or more tiers are ready to collect.
  • Crusade Citations (V1 Milestones): same — Claim All button when 2 or more are completed.
  • Social milestones (first chat message, forum threads, replies) removed from milestone tracks — these were rarely achievable and added noise.

Fleet & Planet Sorting / Pinning

  • Planets can now be pinned (★) in the planet list — pinned planets float to the top of any sort order, persisted per galaxy in localStorage.
  • Fleet groups in the Stationed Fleets panel can be pinned (★) to keep key planets at the top.
  • Stationed Fleets panel now supports sort by planet name, most fleets, or most Warrior Potential.
  • Unit recruit dropdown is now alphabetically sorted for faster selection.

Dispatch ETA

  • When selecting a dispatch target on the Fleet Command card, the estimated travel time is shown before you commit.
  • Same ETA display added to the Galaxy Map dispatch flow.
  • Both use the base travel formula (sectors × base hours) so you know what to expect before bonuses apply.

Units Page & Forge

  • Unit Type column added to the Units overview table.
  • Sector coordinates (Q/R) display corrected.
  • ETA now shown on fleet cards in the Units page.
  • Forge and Captain pages: equipment panel widened to 480px for better readability.
March 13, 2026Combat Overhaul — Per-Player Doctrine & Allied Raids

Combat Mechanics — Corrections & Clarifications (last updated 10:55am 3/15/2026 US ET)

  • Captain faction talents (e.g. Iron Warriors Siege Damage, Blood Angels Fast Attack WP, Iron Hands Vehicle Hull) now correctly apply in combat. They were previously aggregated by the talent system but silently discarded before the battle was initialised.
  • First-round WP bonus: faction, research, and captain sources now combine additively into a single Round 1 multiplier. Previously each source was applied as a separate multiplier, causing unintended exponential stacking.
  • Word Bearers — Zealous Compliance now functions as a proper per-hit saving throw: each incoming hit has a 5% chance to be ignored entirely (capped at 10% with captain talents). Previously it was a flat HP percentage scaler. Saving throws are now tracked and displayed inline in battle reports as 'Saves: X negated', and appear in Battle Highlights.
  • Night Lords — Terror Tactics debuff now applies after all enemy faction buffs and NPC scaling modifiers (e.g. Ork Waagh, Necron Reanimation Protocols). Previously it reduced base stats before those bonuses were applied, making it far weaker than intended against high-level NPC factions. Terror debuffs now appear in Battle Highlights.
  • Thousand Sons — Warp-Touched Intellect shield bypass is now resolved per-unit rather than as a single all-or-nothing roll per volley. Each unit killed in a volley has a 25% expected probability of having its shields bypassed — mathematically equivalent to per-unit bypass but consistent across large engagements. Faction description updated to reflect this.
  • Unit stat tooltips now show faction special mechanics as dedicated lines: Word Bearers saving throw chance (blue), Thousand Sons shield bypass (violet), Night Lords terror debuff (yellow).

Per-Player Combat Doctrine (Rally System)

  • Each fleet in a rally now sets its own doctrine independently of the Force Commander. One player can run Conquest (retreat at 50% losses) while another goes Do or Die — their units follow their own rules mid-battle.
  • Individual retreat: when a fleet hits its threshold, only their surviving units leave. The rest of the army fights on.
  • Rounds present tracked per fleet — resource and XP rewards are proportional (e.g. if you were present for 3 of 8 rounds, you receive 37.5% of the looted resources).
  • Solo multi-fleet raids supported: same player, multiple fleets, different doctrines.

Reward Rules (Rally)

  • Planet: Force Commander always claims it if the battle is won.
  • Loot, Relics, Commander Shards, Artifacts, Equipment: all participants receive drops regardless of retreat or wipe.
  • Resources and XP: proportional to rounds present.
  • Captain survivor bonus: only granted if your Captain was alive at the end.

Steel Rain — Per-Player Pre-Phase

  • Steel Rain no longer requires the Force Commander to choose it. Any participant with Steel Rain doctrine fires their own pre-combat drop pod bombardment before Round 1.
  • Only that player's infantry take AA return fire. Other participants with Conquest or Do or Die skip the pre-phase entirely and insert normally.
  • Cross-legion buffs (Thousand Sons shield bypass, Night Lords terror, etc.) still apply to the entire combined army after insertion.

Galaxy Map — New Filters

  • Friendly planets view: filter by faction, search by player name.
  • My Fleets view: filter by unit type, captain presence, WP threshold, fleet name search.
  • Starting Worlds renamed to Legion Homeworlds.
  • Fleet cards show player name when hovering occupied sectors.
  • Recruitment dropdown: grouped headers, Drop Pod tag visible on transport units.

Men of Iron Faction

  • New xenos NPC faction added to the galaxy. Unique stationary-only garrison doctrine — they hold territory as a static defensive force and do not expand.
  • Exclusive unit roster: Iron Automata variants, Iron Battle Automata, Iron Void Sentinels.
  • In future galaxies, Men of Iron will spawn on Forge Worlds — ancient machine intelligences entrenched in the most industrially vital planets in the sector.

Fleet Logistics (Research)

  • Fleet Logistics tech now correctly applies cargo bonus only to void-layer ships (escorts, cruisers, capital ships). Atmospheric transports (Thunderhawks, Storm Eagles, Drop Pods) are unaffected.

Bug Fixes

  • Steel Rain AA losses now correctly propagate to per-participant ground pools (previously discarded silently in rallies).
  • When void combat is lost and all carrier ships are destroyed, up to 20% of undeployed ground units are now lost — selected randomly, weighted by bulk (a Dreadnought counts as 6 marine squads). Applies per-fleet in rallies, so each participant's undeployed pool is resolved independently.
  • Previously, voidSupremacyFirst waiters were incorrectly counted as losses when void combat was lost. Surviving undeployed units now correctly return to the fleet (minus carrier destruction casualties above).
  • Fixed global voidSupremacyFirst path conflicting with per-participant pool deployment.
  • legion_recon unit ID standardised (was recon_squad in some references).
  • Drop Pod display casing corrected.