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changelog · v1.0 ·

Astari V1.0 — Contested worlds & living colonies

Overview

Astari V1.0 is the first version that feels like a complete early-game loop: survive on a contested world, build outposts, trade, and clear surface threats with real unit combat.

This build stays on the test branch. A full LIVE cut waits on MariaDB verification and uninterrupted play-testing.

Contested homeworld

  • Harvester footholds seed on the starting world
  • Surface assaults with one or more commanders
  • Settlement slots by planet size; secondary outposts/colonies
  • Shared planetary warehouses; per-settlement structures and kits
  • Ground combat engine

  • Unit stats: Accuracy, Health, Mobility, Damage (+ Stealth / Detection)
  • Wound efficiency scales ACC/MOB; damage does not
  • Loop resolve until wipe or exchange cap
  • Roster under commanders: Soldier (1 slot), Sniper (2), Heavy (2); 20-slot cap
  • Multi-commander combined assaults; losses distributed across the force
  • Combat reports distinguish ground assaults from defensive slave raids
  • Logistics & economy

  • Trade routes between owned worlds (amount/reserve adjustable)
  • Fighter escorts; pirate interdiction with cargo loss risk
  • Station market, stockpile reserves, dual cycle (5m production / 10m day)
  • Prefab structure kits; warehouses; craft RP + CP costs
  • Fleet & pilots

  • Individual hull rows (no combat stack merge)
  • Pilot assignment on fleet cards; escort status visible
  • Pilot confirmed kills (escort interceptions)
  • Diplomacy & living map (foundation)

  • Race pool personalities; relations sheet; contact reports
  • NPC colonies and system presence
  • Join-code backend ready (full Hub join UX in V1.1)
  • Known limits (intentional for V1.0)

  • Space combat engine not yet unit-loop based (V1.1)
  • Join code not fully exposed in Hub UI
  • Ground battles resolve in one engagement (multi-cycle / stance later)
  • LIVE promote deferred until MariaDB test + extended playtest
  • Next: V1.1

  • Space battle engine (parity with ground)
  • Two-stage defense: orbit then ground
  • Pirate attacks on trade routes using the space engine
  • Full join-code multiplayer placement into a new system

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