Registro modifiche

Aggiornamenti recenti di CozmoGame.

  • New Combat Journal page — a profit-focused log of every battle you've fought. Filter by 7 / 30 / 90 / 365 days to see totals at a glance (combats, loot, destroyed, lost), the day-by-day breakdown, a Match-up Split panel comparing your record vs Players and vs Pirates, and tables of your Biggest and most Recent combats.
  • Click any row in the Biggest or Recent Combats tables to open the full combat report right inside the page — no need to leave the journal.
  • Ship detail modal now shows an Engine row listing the drive type (Combustion, Impulse, or Hyperspace) that powers each ship.
  • Balance — Geologist academy buffed: Metal, Crystal, and Deuterium Extraction now give +7% production per level (was +3%), and Position Amplifier gives +2% per level (was +1%). Mining-focused players now have a much stronger reason to invest in Geologist.
  • Balance — Navigator academy slightly nerfed: Resource Reward and Ship Reward now give +1% per level (was +2%). All other Navigator skills (Expedition Slot, Speed, Dark Matter Reward, etc.) are unchanged.
  • Balance — Pirate scaling small buff: pirate fleets are now slightly larger and yield more loot, reflecting the higher effort pirate hunting takes compared to expeditions and mining.
  • Event — Loot Boost: while active, victorious attackers loot a higher percentage of the defender's planet resources, regardless of looting technology level. The standard maximum loot ceiling still applies.
  • Introduced Universe Events — short, server-wide modifiers that change how the game plays for a limited window. Admins schedule them in advance; every player can see what is live and what is coming up.
  • New Events page lists every active, scheduled, and past event for your universe, with live countdowns and a click-to-expand body explaining what each event changes.
  • Event — Expedition Dark Matter Bonus: while active, the base Dark Matter rolled from expedition finds is multiplied. Academy bonuses (Navigator > Dark Matter Reward) are added on top and are not affected by the multiplier.
  • Event — Debris Boost (fleet): while active, ship debris from combat is collected at a higher percentage of destroyed fleet value. Defense debris is unaffected. The combat simulator also reflects the active rate.
  • New Settings → Preferences option for the fleet movement bar: choose whether it remembers its last open/closed state across pages (Auto, default), Always closed, or Always opened.
  • Combat Simulator: new × button on each ship and defense row to clear that input, plus a global eraser button per side that wipes all units in the active tab.
  • Galaxy view now shows a small green arrow on debris fields where your recyclers are inbound — see at a glance which fields already have a fleet on the way.
  • Combat: fixed damage distribution so a 1-unit decoy stack no longer absorbs a disproportionate share of attacker firepower against a much larger defending fleet.
  • Tiny pirates now show a dim "(t)" badge next to their name in galaxy view, and a lot more of them spawn. Counts of the other tiers (small, medium, heavy, legendary) are unchanged — new players always have plenty of weak targets to farm, while experienced players can skip the dimmed row at a glance without spending a probe.
  • Renamed Newbie Protection to Military Protection. Comparison is now based purely on military points (built ships + defenses) — overall progress (economy + research) no longer counts. A peaceful miner with a huge empire but a small fleet stays protected from much-larger fleeters, even if their total points are higher.
  • Galaxy view player-name colors now reflect military strength specifically: red = much stronger military, green = much weaker military, purple = forfeited.
  • Combat Simulator now has a Send Attack button — carries your selected ships (and the target coordinates, when launched from a spy report) over to the Fleet page, so you don't have to re-pick everything.
  • All cancel and destructive confirmations (cancel research, cancel build, kick member, delete template, etc.) now use our in-game confirmation modal instead of the browser's native dialog.
  • Death Star rebalanced — attack, hull, and rapid fire values all reduced. Capital-class counters (Battlecruiser, Battleship, Bomber, Destroyer, Reaper) remain effective, while losses for small-ship swarms attacking a Death Star are now more proportionate.
  • Combat Simulator now applies the Combat Analysis academy skill — previously it was ignored, under-reading debris by up to 5% at max academy.
  • Pirate scaling reworked (nerfed).
  • Galaxy view now color-codes debris fields.
  • Galaxy view now shows available Espionage Probes and Recyclers on the active planet.
  • Added Records page — per-universe leaderboards for buildings, research, missions, and expedition finds.
  • Combat history now marks pirate combats with an icon and adds a filter button to hide/show them.
  • Spy report list now supports column sorting (player, coords, fleet, defense, resources, activity, age).
  • Debris field rate is now split: fleet losses and defense losses can drop different amounts, tuned per universe.
  • Added search functionality to the game.
  • Combat reports now show planet coordinates.
  • Daily Statistics page now highlights top categories.
  • Multi-Expeditions page now shows the maximum possible reward.
  • Halved the Dark Matter cost to reset all academy skills.