Skip to content
← All news
Patch Notes

Alpha build 93 - Command points for fleets, Siege ships reworked, Marks that reach your fitted modules

Alpha build 93 is live, and a lot has changed, so please read this one through.

This is a required update. Older builds can no longer join the server. If your game shows UPDATE REQUIRED, press QUIT AND UPDATE and Steam will bring in build 93. If Steam does not offer the update, restart Steam.

First: check your fleets

Fleets now have command points (explained below). At the update, every fleet whose ships cost more command points than its commander has was emptied:

  • Every ship from an emptied fleet is back in your hangar, with all its modules and Marks. No ship was lost.
  • Open the fleet panel and assign your ships again, within your points. The ship picker shows what fits.
  • Fleets that were already within their points were not touched.

Some Siege ships also lost armor slots in this update (see below). Any armor fitted in a slot that no longer exists is in your module inventory, at its Mark, ready to fit again.

Command points

Every ship now costs command points by its class. The price is the same for every role and every faction:

Class Command points
Fighter 4
Cutter 7
Corvette 8
Frigate 10
Destroyer 14
Cruiser 19
Battlecruiser 38
Battleship 50
Carrier 62
Dreadnought 90

A fleet's ships together may not cost more than your command points. A fleet still holds at most six ships.

Your command points grow with your level

You have 100 command points up to level 10, 5 more for every level after that, and 300 from level 50. Every one of your fleets gets the full amount.

Commander level Command points per fleet
1 to 10 100
15 125
20 150
25 175
30 200
35 225
40 250
45 275
50 and up 300

When you level up, every fleet gets the new budget straight away.

What fits

  • At 100 points: two Battleships, or a Dreadnought and a Frigate, or five Cruisers.
  • At 200 points: four Battleships, or two Dreadnoughts and a Cruiser.
  • At 300 points: six Battleships, or four Carriers and a Battleship, or three Dreadnoughts and a Frigate. Six Carriers (372) or six Dreadnoughts (540) never fit.

Small hulls are cheap, so a young commander can still fly a full six-ship fleet of smaller ships, and the biggest hulls have to share a fleet with lighter ones.

Where you see them

  • The fleet list: each fleet's level line shows what it holds, for example CMD 64/100.
  • The ship picker: the header shows the fleet's points and what the ship you picked costs, for example COMMAND POINTS 90 / 100 · THIS SHIP 50: ONLY 10 LEFT. A ship that does not fit cannot be selected, and SELECT SHIP's tooltip says how many points it needs and how many are left.
  • The Shipyard: every hull's FULL SPECS show its COMMAND COST.
  • If a fleet ever holds more than its points (only possible if prices change later), it cannot deploy, and its row says OVER 100 COMMAND POINTS • REMOVE A SHIP.

These are starting values. We will watch real battles over the coming days and adjust them if needed, so tell us how it plays in #feedback.

Siege ships reworked

Every Siege hull, in every faction and every class, has changed:

  • Every gun is kept. Two of them (one on Fighters and Cutters) now sit in AFT slots and fire through a narrow arc over the stern. A gun in an AFT slot can only fire at a target behind the ship.
  • Fewer armor slots. A Siege hull now has the armor slots of its class's Interceptor, which is two fewer on most classes.
  • Armor that was fitted in a removed slot went back to your module inventory with its Mark, and the ship's mass went down by that module's weight.

Check your Siege ships in the fitting screen, and refit any armor you want elsewhere.

The fitting screen shows firing arcs

The EQUIPPED MODULES strip at the bottom of the fitting screen now groups your weapon slots by the arc they fire through: FORE ARC, AFT ARC, the sides, and all-round, each with its width. Armor, shields and specials follow. A small diagram beside it draws the ship's arcs, and when you point at a slot, its arc lights up. Now you can see at a glance which way each gun shoots before you fit it.

A Mark you buy reaches your fitted modules

Buying a Mark for a ship module now upgrades every copy of it already fitted to your ships, ships in fleets included. No more taking modules off and putting them back to get the new Mark.

  • A fitted copy is never lowered.
  • A higher Mark weighs a little more, so each ship's mass rises with it.

Thank you to the tester who suggested this in #feedback.

Smaller changes

  • Main Menu from the Esc menu. Press Esc with nothing open: the prompt now has MAIN MENU beside Cancel, Settings and Quit Game. It takes you back to the main menu, with the next incursion and everything waiting for you.
  • Weekly Tide Bounties panel: RELIC FORGE and TIDE THREAT are now labelled buttons under BANKED, instead of two small icons.
  • Fixed: on the Shipyard's FULL SPECS, the RESURGENCE and RESURGE EVERY rows and the squadron rows were cut off.

Known issue

During a server restart countdown, the weekend event banner can cover the restart notice at the top of the screen. The next update moves the banner below it.

Read more

Questions or bugs: #tester-chat and #bug-reports on Discord. Ideas: #feedback.

Get news like this by email

Launch news and major updates only. We'll ask you to confirm by email; unsubscribe any time. See our privacy policy.

More transmissions