Defense, Mining & Cyberwarfare Update
This update reworks planetary defense progression and repairs, rebalances mining and activity rewards, strengthens counterplay against cyber attacks, and improves lunar sensors, fleet handling, and report notifications.
Planetary Defenses
Removed the maximum level from Missile, Laser, Railgun, Ion, and Plasma Defense Systems.
The Shield Generator is also uncapped.
Electronic Warfare remains capped at level 10.
Planetary defense construction is now three times faster, including Shield Generators and Electronic Warfare Systems.
Above level 10, construction time for uncapped defenses increases by ×1.5 per additional level, replacing the much steeper previous progression.
Existing construction-speed bonuses continue to apply.
Progressive Defense Repairs
Defense repairs now restore combat effectiveness throughout the repair, rather than waiting until the entire job finishes.
Weapon defenses and Electronic Warfare recover strength as repair time passes.
An attack uses the defense’s actual condition when combat begins. A defense restored to 80% strength fights at that strength.
The interface displays current strength, the paid repair target, and remaining repair progress.
Espionage also accounts for the defense’s recovered condition.
Being attacked during repairs no longer wastes unfinished, paid repair work.
Repairs already completed can be damaged again.
Repair work you have paid for but have not yet received remains available.
New damage may leave the existing repair unable to restore the building fully.
You can top up the repair to 100%, paying only for damage not already covered.
For example: a defense starts at 20% strength, and you pay to restore 80 percentage points. After it reaches 60%, another attack knocks it back to 20%. The remaining 40 points of paid work are still available and will restore it to 60%; only the additional work needed to reach 100% requires another payment. Additional fixes:
Damaged defenses can now be repaired while an upgrade is in progress.
Starting the repair pauses the upgrade and preserves its remaining work. The upgrade resumes once the building is fully repaired and the repair finishes.
Started repairs cannot be cancelled.
Repair progress is preserved correctly when construction speed changes, acceleration artifacts are used, or work is paused and resumed.
Mining Balance
Base extraction rates
Base extraction per ship per cycle has been reduced. These changes apply in all zones, before field richness and other bonuses.
Mining Vessel: ore-field extraction 50 → 40; plasma-field extraction 20 → 15.
Excavator: ore 50 → 40, ice 10 → 8, gas 15 → 13, plasma 30 → 24.
Gas Collector: gas extraction 17 → 15.
Ice Drill: ice extraction 25 → 20.
Freighter and Salvaged Freighter: ore-field extraction 15 → 12.
Base extraction rates for Quantum Dust and Dark Matter remain unchanged.
Mining cycle duration and cargo capacity are not reduced by this change.
Fleet concentration
Concentrating large mining fleets on one field retains the existing diminishing-return thresholds.
Splitting your miners into several fleets on the same field still does not bypass the penalty.
Dead Space fields
Dead Space field richness and resource reserves have been increased and differentiated by resource. New ordinary-field richness ranges:
Ore: 100–300%.
Gas: 95–285%.
Ice: 90–270%.
Plasma: 90–270%.
Quantum Dust and Dark Matter fields, including temporary eruption fields, receive a 50% richness and reserve increase without the base extraction-rate reduction.
Mining pirate raids
Dead Space mining raids now use two fleet-strength profiles:
75% ordinary raids.
25% stronger raids.
These percentages describe the strength of a raid after a raid triggers, not the chance of being attacked.
Pirate fleet composition and scaling have been rebalanced.
Larger mining fleets still attract larger pirate forces.
The mining escort warning accounts for the stronger raid profile.
Raid frequency is unchanged.
The existing protection for ordinary Sentinel mining fleets of up to five miners remains unchanged.
Mining interface
Individual ship mining holds now include applicable cargo bonuses instead of showing only base capacity.
Total mining hold correctly accounts for applicable bonuses, including an attached command vessel.
Changing ships, departure planet, or command-vessel attachment no longer leaves an estimate from the previous selection on screen.
Other Activity Rewards
Salvage resource rewards increased by 20%.
C1 and C2 wormhole resource rewards increased by approximately 15%, with rounding for whole resource units.
C3 and C4 reward tables are unchanged by this adjustment.
Dread Fleet camps now have a 5% selection chance when a Dead Space camp spawns or respawns. The remaining chance is split equally between Raider and Marauder camps.
Existing living camps are not replaced by this distribution change.
Planetary Production & Resource Trader
Dead Space production
The ordinary planetary production bonus in Dead Space is now +30% across all universes.
Sentinel and Open Space retain their existing ordinary production bonuses.
This does not replace the separate rules for rare-resource production.
Volcanic planets
Added a +20% alloy production bonus.
Reduced the energy production bonus from +50% to +30%.
Resource trader
The summoned resource trader now uses these relative resource values:
Ore: 1
Silicates: 2
Hydrogen: 2
Alloys: 7
For example, one Alloy is valued at seven Ore before commission. The 5% commission remains unchanged.
Cyberwarfare
Cyber attacks now face meaningful detection and interception risks.
Incoming cyber fleets encounter minefields, including the defending player’s own defensive mines.
Research, local fleets, and operational planetary defenses contribute to detection.
Combat ships contribute more than civilian ships.
Damaged or underpowered defenses provide less protection.
Detection immediately aborts the hack, even if the attacking ships escape.
Detection and interception are separate:
A detected fleet may also be intercepted.
An interception is resolved through one round of actual combat.
Losses depend on the forces involved, rather than automatically deleting the attacking fleet.
Combat produces a battle report and debris where applicable.
Surviving attackers return home; they do not attempt the aborted hack again.
Undetected fleets must still pass the hacking success check. Additional fixes:
Closed a loophole allowing multiple cyber-attack waves to be launched before the first mission established its cooldown.
The existing 12-hour attacker–target cooldown is now enforced at dispatch across cyber-attack types.
Improved interrupted-mission recovery to prevent repeated mine damage, duplicated outcomes, or stranded cyber fleets.
*These detection-balance changes concern cyber attacks, not ordinary spy missions
Lunar Sensors & Moon Buildings
Fleet Phalanx
Removed the fleet-scan cooldown. Each scan still costs 5,000 Hydrogen.
Returning fleets are no longer visible to phalanx scans.
Fleets inside wormholes are no longer visible.
Transfer, deployment, and command-vessel relocation missions are visible at their destination, not through a scan of their departure location.
Stationed and working fleets no longer display an old arrival time as though it were an upcoming event.
Moons remain valid scan targets.
Other scans
Wormhole Detection and Activity Scans now each have an independent one-hour cooldown per moon.
Their resource costs have increased:
Wormhole Detection: 100 × (3 + Sensor Array level) Quantum Dust.
Activity Scan: 100 × (2 + half the Sensor Array level, rounded down) Dark Matter.
Spy Sweep now costs 1,000 Quantum Dust, retaining its one-hour cooldown.
Scan controls now show remaining cooldown time and prevent another scan while unavailable.
Alliance Council (BETA SERVER)
Applies wherever the Alliance Council is enabled.
Council seats are now automatically vacated after 7 days of inactivity, down from 15.
A councillor in vacation mode, or inactive for at least 72 hours, can be removed with 3 approvals.
Removing an active councillor still requires 4 approvals.
Vacation mode alone does not automatically remove a councillor.
The interface shows the applicable removal requirement and reason.
The requirement is fixed when the vote opens.
Relevant members receive notifications when Council votes are opened.
These changes do not give the alliance leader unilateral removal powers or change the separate alliance-leader inactivity rules.
S0 — Open Space & Dead Space Rules
Open Space
Defenders gain automatic retreat settings at 30%, 50%, or 70% losses, subject to shield-reinforcement availability.
These are retreat triggers, not an unconditional guarantee that losses cannot exceed the selected percentage.
Economic buildings are protected from planetary PvP damage.
Dead Space
Added a configurable 8-hour daily planetary protection window.
Schedule activation or changes take effect after 24 hours.
The schedule can be changed once every 7 days.
This protects planets against attacks, raids, and combined assaults arriving during the protected window—not every asset or activity in Dead Space.
Dead Space does not gain Open Space’s automatic defender retreat protection.
Economic buildings are protected from planetary PvP damage; combat defenses remain vulnerable.
Entering Dead Space
The following missions launched from Sentinel or Open Space into Dead Space take four times longer:
Mining.
Surveys and investigations.
Wormhole missions.
Pirate-camp attacks.
Attacks and raids against planets, moons, stations, outposts, and mining fleets.
Missions launched from within Dead Space do not receive this approach penalty. This S0 profile does not enable round-based combat, the Alliance Council, or other unrelated beta mechanics.
Fleet, Report & Notification Fixes
Where round-based battles are enabled, your fleets returning or transferring to your own planet during a battle now correctly join the defense under the reinforcement rules.
Debris collection now supports Galactic Highway routing, with consistent travel-time and fuel calculations.
Corrected a station-target preview issue that could use the system location instead of the station’s actual orbital location.
Espionage report creation now reliably triggers the new-report sound and refreshes the relevant report lists.
Field Scan reports now contribute to the Fleet unread badge.
Fixed report updates being missed when several fleet events arrived close together.
Unread report counts refresh after reconnecting.
Returning and completed wormhole reports now distinguish cargo actually retained from rewards that could not fit, with a cargo-limit indicator.
Updated relevant interface translations and guide explanations.