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changelog ·

Astari V0.6 — Research, Surveys & Two-Stage Combat

Astari development update

Today's session pushed V0.6 from research tooling into something that plays like a war story.

Research & loadouts

  • Research tree with branch tabs (Exploration, Industry, Science, Ships, Colony)
  • Scientists and Engineers spent on projects
  • Module craft gated by completed research
  • Individual ship hull sheets (no more ambiguous stacks)
  • Fit scanners, shields, weapons, drives on specific hulls
  • Surveys

  • Surveys are timed missions (travel + on-site + return)
  • Intel only lands when the Scout returns; hull is spent on a successful survey
  • Cancel supported: return time based on time already spent outbound
  • Live countdown on en-route surveys
  • Harvesters & threat

  • Alien fleets seed at the galaxy foothold (Raiders, Cutters, Barges)
  • Raids commit real ships; survivors return after resolution
  • Inbound threat power hidden until workforce allocation locks (or Deep Space Radar research)
  • Combat (the big one)

  • Replaced single-roll / best-of-3 dice with two-stage HP combat
  • Orbit first: ships and modules form HP pools; both sides fire every volley
  • Ground only if orbit falls
  • d20 scales damage (Nat 20 / Nat 1 swing a volley, not the whole war)
  • Holding orbit (no boots on the ground) grants a stronger morale win
  • Full combat reports with orbit/ground HP tracks and volley logs
  • Quality of life

  • Fleet link in main nav and on the Military tab
  • Combat report pages (`combat_report.php?id=`)
  • Looking at V0.7

  • Pilots & Commanders as living military specialists (grades, assignment, permanent loss)
  • Heroes feeding orbit/ground HP and offense
  • Further balance on volley damage and Harvester growth
Boots never touched the dirt tonight — that's the goal.

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