⛏ Patch Notes

Space Dwarves Mining Consortium

v0.16.1 — “The Guide”

Quality of Life
✦ New
  • Tap any ship for its dossier. In a Rift battle, touch any unit — your drone wings, your capital ships, or the enemy — to open an Overview panel with its live stats and full ability list. No more guessing what that alien capital actually does.
  • The math, not just the flavour. Every ability now shows its real numbers as chips — damage multiplier, hit chance, cooldown and effect durations — alongside its description, so you can plan a turn on facts instead of vibes. (Hover a chip for the full breakdown.)
  • Overview buttons out of combat. An ℹ Overview button on the Fleet roster and the Rift loadout screen opens the same dossier for your owned ships and drones, so you can compare a wing before you commit it.
↻ Changed
  • Mid-targeting behaviour is unchanged — while you're aiming an ability, tapping a unit still picks it as the target; the overview only opens when you're not selecting a target.

v0.16.0 — “Resistance is Useless”

Content
✦ New
  • Sector raids. While you're online, every sector you hold beyond home Alpha can scramble a hostile fleet drawn from that sector's own aliens, out to annihilate you. Alpha stays safe.
  • Stations are the centre of defence. Park capital ships and drones in orbit to defend a sector — aided by your turret buildings (scaled by tier) and garrisoned dwarves. Parked ships are committed: they can't dive Rifts until recalled, and both deploying and recalling take travel time.
  • Infrastructure durability. An un-repelled fleet grinds your sector station down by 1% every 15 minutes of play. Repair the damage with stationParts + credits in the Defense panel before the station is crippled.
  • Sector Defense panel. The Defense panel's Raids tab is now a live per-sector command view — threat level, inbound fleet strength, station durability, your orbital garrison, a defence-strength breakdown, and repair controls.
↻ Changed
  • Raids moved to the station layer. The old per-asteroid colony raids are retired in favour of the new sector-station system; your turrets, plating and garrison now feed sector defence strength. Save schema v16 → v17 back-fills existing saves; fully compatible.

Don't panic. First-pass / balance TBD.

v0.15.0 — “Mostly Harmless”

Content
✦ New
  • Battle-scene rift combat. Rift fights now play out as a cinematic face-off — your fleet and the enemy line up across a starfield, unit sprites front and centre, your ability choices along the bottom, and fire VFX on every volley.
  • Sector-gated capital-ship squads. Every sector fields its own capital ships across four roles, unlocked as you push the frontier — with ship-class sprites now shown right in the Fleet panel.
  • Deep Space Explorer. A single relocatable mobile beachhead station — deploy it once you hold Alpha, then pick it up and move it wherever you need a forward foothold via the new move modal.
  • Fleet & Rifts, tabbed. The panel is split into clean tabs and hides content you haven't unlocked yet, so it stays readable in the early game.
  • Ability numbers you can finally see. Rift abilities and talents now show their real cooldowns, durations and proc chances — generated from the underlying data, so the text always matches what actually happens in a fight.
  • Celebrations for milestones. Tearing open a new sector or charting a fresh asteroid now pops a celebration modal, complete with a “go there” button to jump straight to it.
  • Expedition planner wizard. “Plan New” is now a guided 3-step wizard, and the Doctrines editor was rebuilt so your edits never get lost mid-change.
  • Spend Dwarven Montage on research. Banked Montage from the prize wheel can now fast-forward in-progress research nodes, not just expedition timers — look for the 🎬 Use Dwarven Montage button on any researching node.
  • Custom sprite support. Ships, stations, asteroids and avatars can load named sprites (with an automatic vector fallback), and asteroids now drift with their own unique spin.
↻ Changed
  • Rifts throb like living portals. Sector-map rifts now pulse like a wormhole instead of spinning, and drones hold a steady ring around their capital ships rather than orbiting.
  • Fleet firepower rebalanced. Capital-ship firepower doubled, broadsides hit 3× harder on a 2× cooldown, and the Forgehammer Corvette's damage tripled.
  • Deep Delving reined in. Mining throughput rebalanced so it no longer runs away.
  • Sulphur in the Vorgon Verge. Beta-sector asteroids now carry Sulphur deposits. Save schema v14 → v15 back-fills existing Beta rocks; fully compatible.
  • Stations and the Explorer now sit still on the map instead of idle-spinning.
✔ Fixed
  • Explorer “free credits” exploit. Selling now correctly draws down the shared station pool instead of minting resources.
  • Cleared rifts now vanish from the sector map instead of lingering.
  • The Defense panel no longer flickers — it updates in place instead of rebuilding every tick.
  • Old asteroids with stale procedural names get refreshed on load.
  • Spin-the-Wheel now animates correctly with the OS “reduce motion” setting on.

So long, and thanks for all the ore. First-pass / balance TBD.

v0.14.0 — “The Restaurant at the Edge of the Sector”

Feature
✦ New
  • Rifts now open new sectors. The Unlock Sector buttons are gone — instead, fully clearing a sector's rift rolls to tear open a stable corridor to the next sector. The chance halves each tier (Alpha 50% → Beta 25% → Gamma 12.5%…, floored at 10%), and each breakthrough charts 2 free starter asteroids in the new sector.
  • Rifts on the map. Rifts now appear as animated swirls on the sector map — hover for details, click to deploy your fleet.
  • Eight Hitchhiker's-Guide sectors. Alpha–Epsilon are re-themed and three new sectors added: Sol Reach, Vorgon Verge, Betelgeuse Cluster, Magrathea, Golgafrincham Drift, Kakrafoon, Santraginus V, and the endgame Krikkit.
  • A different enemy race guards every gate. Each sector's rift is held by the next sector's race — Vorgons bar the way to Beta, Betelgeusian privateers to Gamma, Magrathean planet-forges to Delta, and so on up to the universe-ending Krikkit war-robots. 6 new enemy fleets (swarms, capitals & abilities).
  • Race stations & alien materials. Every sector has its own race station to build and a unique alien material (Bistromath Alloy, Praxis Crystal, Magrathean Goldveil, Ark-Foam Composite, Silent Resonite, Santraginean Searock, Wikkit Steelium) mined from 5 asteroids per sector and refined in the new Xeno-Refinery.
  • Per-sector research & drones. Owning a sector reveals its own research branch (35 new nodes across 7 branches), each unlocking a unique race drone for your rift fleets — from the Bistromath Auditor to the Slartibartfast-Class Bastion.
↻ Changed
  • Sectors in Projects → World no longer have an unlock button; they show Owned / Locked with a hint to clear the previous sector's rift.
  • Save schema v13 → v14 — existing saves back-fill the new alien materials to 0; fully compatible.

Bring a towel. First-pass / balance TBD.

v0.12.0 — “Capital Ascendant”

Feature
✦ New
  • Capital ships now level up. Every capital ship earns its own XP and levels from rift combat (Level = 1 + floor(sqrt(XP/50))) and gains a talent point each level.
  • Per-class talent trees. The Forgehammer Corvette, Anvil Destroyer and Khaz-Doom Dreadnought each get a distinct tree (Gunnery / Armor / Command) of passive boosts plus an active capstone — Alpha Run (3× strike), Siege Mode (+50% attack & +4 mitigation), and Annihilation Lance (hits every Vorgon group).
  • Capital cards now show Level, an XP bar and a 🎓 Talents button in the Fleet & Rifts panel.
  • Guard Capital. A new Bulwark Cruiser ability: for 2 turns it intercepts every Vorgon hit aimed at a chosen capital ship, soaking the damage to shield that ship's hull.
  • Flee. A capital ship can now jump out of a rift on its own — keeping its XP and returning at full hull — while the rest of the fleet fights on.
↻ Changed
  • Capital base attack boosted — Corvette 18→24, Destroyer 32→42, Dreadnought 55→72.
  • “Repair Tender” is now the “Duplicator Drone” — its Repair Swarm → Duplicate Swarm and Mass Repair → Mass Duplicate (the drones duplicate allied ships to rebuild swarms; mechanics unchanged).
  • Saves are fully compatible — existing capital ships load at Lv 1 with no talents and start earning XP on their next dive.

v0.11.0 — “Rift Dungeons 2.0”

Major
✦ New
  • Rift Dungeons 2.0. Rifts are now 10-level dungeons — dive one level per run; clearing a level unlocks the next, and clearing level 10 fully clears the rift.
  • Dwarf-crewed capital ships. Build individual warships from typed ship parts (dropped by each level's mini-boss) crewed by dwarves whose rarity and class (Pilots are best) drive their power — the Forgehammer Corvette, Anvil Destroyer and Khaz-Doom Dreadnought. A capital lost in a rift injures its whole crew (no permadeath).
  • Drones are now cannon fodder. The four swarm roles (Bulwark Cruiser, Fighter Wing, Repair Tender, Uplink Frigate) screen and chip while capital ships do the heavy fighting.
  • 1–5 difficulty with dwarven names — Greenbeard, Stonehelm, Grimhammer, Emberwrath, Voidforged. Difficulty is additive: D = Flagship Level + chosen Tier; each dive runs D waves (last is a mini-boss).
  • Flagship Level now matters (1 + floor(sqrt(totalFXP/100))) — it drives rift difficulty and reward.
  • Five ship-part resources — Hull Segment, Reactor Core, Main Gun Battery, Bridge Module, Armour Plating.
↻ Changed
  • Enemy waves are heavier — per-wave swarm sizes grow each wave and deeper waves field more Vorgon groups.
  • Save data upgraded to schema v10 (automatic migration on load).

v0.10.1 — “Hands-Off Trading”

Content
✦ New
  • Trade Lodge auto-sell. Every Trader-class dwarf you assign to a Trade Lodge unlocks one auto-sell rule in Automation → Auto-Sell. Pick a resource and a reserve to keep; once every 60 seconds each rule sells everything above the reserve — passive income while you focus elsewhere.
  • New research: “Automated Trading” (Guild Administration). Auto-sell pays 20% of market value with no research, rising each stage to 100% at stage 5.
  • Build confirmation. Building from a district now pops a clear “✓ Built!” confirmation and briefly locks the button, so a quick double-tap no longer builds several by accident.

v0.10.0 — “Sector Stations & Open Frontiers”

Major
✦ New
  • Sector Stations are now storage & logistics hubs. Build and upgrade them in Projects → World. Each station is a shared warehouse for its sector: shuttle goods in, and you can build structures and run recipes on any asteroid in that sector drawing straight from the station’s storage. Upgrading expands storage (25k → 1M units) and the mining/refining bonus.
  • Limpets — instant, free in-sector delivery. Once goods are in a station, distributing them to any asteroid in the same sector is immediate and costs no fuel.
  • Cross-sector logistics. Station-to-station shuttles move goods between sectors. (Asteroids can now only shuttle within their own sector — route through your stations to reach further out.)
  • Discover asteroids by exploring. Completing an expedition now has a chance to chart a new asteroid in that sector and add it to your empire for free — the old paid “claim” flow is retired.
↻ Changed
  • The Sector Station no longer gates progression. The Science Dorm, Component Factory, Orbital Foundry and new sector unlocks are all reachable without one — it’s now a pure economic boost you build because it’s powerful, not because you’re forced to.
  • The asteroid “Manage” side panel has been retired. Run everything from the asteroid surface: tap a structure to open it, build with “+ Build”, set mining on the Mine Shaft, view stocks in Inventory and crews in Dwarves.
  • The Logistics panel now lets you pick sector stations as shuttle endpoints, and shows limpet / out-of-sector rules inline.
✔ Fixed
  • Quests no longer point at retired panels. Instructions were rewritten to the current UI, and an early “Work Both Seams” quest now teaches the Mine Shaft Split evenly control.
  • Guide dialogs got a face-lift. Tutorial dialog boxes are topped with character avatars (with an emoji fallback) and animate more smoothly.
⚠ Coming soon
  • Station modules. Slots to refine and up-craft goods right inside a station are reserved and arriving in a later update.

v0.9.0 — “Research, Realised”

Major
✦ New
  • Research now has 5 stages per card. Most research can be levelled up to five times — each stage scales the effect up and the cost (Research Points and Credits) up steeply. Cards now open with a details fold-out explaining exactly what each stage grants, and a celebration popup shows the before → after when a stage completes.
  • Mining Bursts. Research Blasting Charges to unlock a ⛏ Burst button in the top bar — tap it for a timed 2× extraction surge, then a cooldown. Aggressive deep-mining techs make bursts riskier (miners take some health damage while a burst runs).
  • Automated Habitat Training. A new Guild research makes your habitats auto-queue a training session once a day, hands-free.
  • Missing-requirements on recipes. The Structure Properties panel now shows “⚠ Missing: …” under any recipe your asteroid can’t currently supply the inputs for.
  • The Reliquary. Research Reliquary Protocol to unlock a new panel for your artifacts. Artifacts now drop from expeditions (richer sectors, deeper stages and matching events improve the odds), equip into Global / Sector / Squad slots for real bonuses, and can be forged by consuming duplicates to strengthen them. Expeditions can also let your dwarves discover new traits.
  • Inventory filter in the top bar. A new dropdown lets you switch the resource bar between Empire (total) and any single asteroid.
  • Upgrade previews. Structure upgrades now show a Now → After line (extraction rate, capacity, throughput, worker slots) so you can see exactly what the next level buys.
  • Warehouse capacity fold-out. Warehouses now have a collapsible Capacity section showing the per-resource cap and how full each resource is.
  • Population at a glance. The top bar now shows a 👥 dwarves / housing capacity pill (e.g. 12/30), and habitat/quarters tiles on the asteroid surface show their occupants / capacity.
✔ Fixed
  • The asteroid Manage panel now lists your full inventory in Resource Stocks (it previously showed only a fixed handful of resources).
  • The company name in the top-left now reflects your account name instead of a fixed placeholder.
✔ Fixed
  • Research effects actually do something now. A large pass connected research bonuses that were previously cosmetic — mining/extraction/production yield, sell price, upgrade-cost reductions, expedition rewards/timers/supplies/slots, void-bore & ancient-vein deposit yields and more all apply in-game at last.
  • Ale on expeditions. Courage Ale (and every other ale) is now correctly selectable when launching or resupplying an expedition — a stock-reading bug was hiding them all.
  • Settings that work. Number Format (Abbreviated 1.2M vs Full 1,200,000) now actually changes the HUD, and Font Size now scales the whole interface instead of almost nothing.
  • Auto-Transport now unlocks at Automation Tier 2, matching the in-game card.
  • The browser Back gesture now closes an open panel/modal instead of leaving the page, and the Asteroid management panel no longer blanks out when opened from the surface view.
↻ Changed
  • The news ticker moved up to sit directly beneath the top stats bar, above the map.
  • The Quest tracker stays on top of the view and can be folded away with a side tab.
  • Research now costs Credits alongside Research Points.

v0.8.3 — “Name Your Rocks”

Update
✦ New
  • Rename your empire (signed-in perk). Registered players can now nickname their asteroids, structures and dwarves — just hit the ✎ Rename button in the relevant management tab. Your nickname is used everywhere in the UI; clear it any time to fall back to the default name. Nicknames are saved with your colony.
  • Living sector map. The sector view now shows a distinct, drifting destination marker and route line for every active expedition — no more single shared waypoint — with the squad's progress tracked along the line.
  • Shuttle routes on the map. Active cargo lanes now appear on the sector map: in-flight shuttles show a marker that advances from origin to destination in real time, and enabled standing routes are drawn as faint lanes so you can see your whole logistics web at a glance.
✔ Fixed
  • Sector-map expeditions now resolve their origin asteroid and sector correctly, so expeditions only appear on the map of the sector they're actually in.

v0.8.2 — “One Menu, One Home”

Update
↻ Changed
  • Hamburger menu everywhere. Navigation is now a single ☰ slide-out drawer at all screen sizes — the desktop side rail and the mobile bottom bar are gone, freeing the whole screen for the map and panels.
  • Colony panel retired. Everything it did now lives in better homes: open any residence from the surface map to manage occupants & training in its own Properties panel; Serve Ale moved to the Buffs panel; and a colony wellbeing dashboard (health/fatigue/morale, meal runway, counts) now sits atop the Dwarves panel.
  • Animated progress bars across the UI — XP, training, buffs and wellbeing bars now glide and shimmer instead of snapping.
✦ New
  • Training countdown. A residence's active training now shows a live ETA and a filling progress bar, with hospital heal timers and occupant vitals updating in real time.
  • Rolling ticker bar. A new ticker scrolls along the bottom of the screen with your current objective, notifications, and the occasional bit of dwarven wisdom. The old pop-out toasts are retired — everything flows through the ticker now (hover to pause and read).
  • Return cargo. Both standing auto-routes and manual dispatches can now haul a resource out and bring a different one back from the destination on the same trip — ship ore out, get refined goods home.
  • Bigger shuttle holds. Cargo Shuttle Dock capacity is now 10× larger — a Lv1 dock carries 2,000 units/trip (up to 32,000 at Lv5).
✔ Fixed
  • The Logistics In Flight list no longer flickers — shuttle cards now update individually instead of redrawing the whole list.
  • Tab labels and panel headers no longer get clipped when a list is long; the body now scrolls cleanly underneath on every tabbed panel.

v0.8.1 — “Quality of Life”

Update
✦ New
  • Buff Panel. A new panel (hotkey V) lists every active colony and per-dwarf buff with live countdown timers, so you can see at a glance what's running and for how long.
  • District tabs. The asteroid surface is now a swipeable tab system — one district on screen at a time (swipe, click a tab, the ‹ › buttons, or ←/→). No more districts overlapping when structure lists get long.
  • Residence management. Clicking a residence on the surface now opens its own management panel (occupants, training, assignment) — just like every other structure — instead of jumping to the Colony screen.
✔ Fixed
  • Offline shuttle transport. Auto-transport routes now run and deliver across your entire time away (on a virtual clock), instead of only resolving whatever was mid-flight at logout.
  • Offline housing. Idle dwarves now move into empty habitats while you're away — come back to a properly housed colony.
  • The phantom Stout. A legacy quirk could leave a hidden second pile of Stout that drained alongside the visible one. Old saves now fold it back into a single Stout on load.
  • Surface map no longer flickers — it redraws only when something actually changes, not every tick.
  • Desktop sidebar widened so menu labels are no longer cut off.

v0.8.0 — “Districts & Logistics”

Major
✦ New
  • District-based asteroid surface. The surface map is now organised into districts — Residential, Agriculture, Mining, Production, Development & Facility — spread across the screen, so large colonies stay readable instead of collapsing into a swirl.
  • Cargo Shuttle Bays now stack. Every Cargo Shuttle Dock — and every upgrade level — grants another shuttle. More bays (and higher bays) mean a bigger logistics fleet.
  • Ales on expeditions. Bring brews along — Courage Ale cuts expedition risk, Deep Delver's Ale boosts deep-stage loot, and more — applied right from the expedition prep screen.
↻ Changed
  • Training is now one click. Accommodation training drops the dropdown for a clear button per trainable stat. Habitats can now train Comfort, and structures only show the stats they can actually train.
  • Smoother lists. The Traveling Merchant inventory no longer flickers, and now stocks raw Polymer and Clay — materials you can't mine in Sector A.
✔ Fixed
  • Tutorial flow. Guide steps are re-ordered to match progression and now clearly cover assigning dwarves to buildings and accommodations.

v0.7.0 — “The Road to Beta”

Major
✦ New
  • Traveling Merchant. A shifty trader (Vesk) now visits the colony on a regular cadence. He buys your goods for a pittance and sells dear — but he is the only source of Polymer Conduit and Clay Conduit.
  • The road to Sector B. Reaching Beta now requires building a void-navigation relay from the Merchant's conduits — your first real progression gatekeeper.
  • Sectors D & E. Two new sectors — Delta (stellar) and Epsilon (dominion) — added to the long-game progression map.
  • Dialog-driven tutorial. Durgan, Borin and Hilda now walk new CEOs through the whole of Sector A, explaining the what and the why at every step.
  • These patch notes, right here on the Welcome screen. Hello! 👋
✔ Fixed
  • Offline progress now actually works. Time away is correctly converted into resources and production on launch — the elapsed-time calculation was reading the wrong timestamp and silently skipping every session.
  • Offline summary toast now appears on return, reporting what you earned while away.
  • Offline income bonuses (from research & mega-projects) are finally applied to offline earnings instead of being ignored.
  • Long absences no longer risk freezing the game on boot during catch-up.
  • Daily-login “Montage” time now banks correctly during live play.
↻ Changed
  • Save data upgraded to schema v7 (automatic — existing colonies migrate on load).
  • Offline gains remain capped at 72h with 24h diminishing returns.
⚠ Known / Coming Soon
  • Conduit prices and Merchant stock are first-pass values and will be tuned for pacing.
  • The tutorial dialog content is in; the in-game dialog pop-up that displays it is the next build step.

v0.6.x — Stability Pass

Fixes
✔ Fixed
  • Notification center delivery fix.
  • Dwarf roster display fix.
  • Colony panel corrections and a batch of general fixes.
Rockbeard Prospecting Co. — dig deep, stay solvent.