Operational recordPlayer-facing change archive

Patch notes

Every released Alpha change that matters to commanders, preserved in one continuous operational timeline. Newest intelligence appears first; older records remain intact below it.

01

v0.12.4-alpha

16 Sept 2026

Changed
  • Indigenous Remnant strategic AI now develops and trains in parallel, rebuilds depleted forces, preserves doctrine-specific home garrisons, waits for credible raid strength, uses bounded decaying combat intelligence and recent encounter memory to choose targets, and can temporarily retaliate against repeated player pressure instead of launching obviously suicidal patrols.
  • Indigenous Remnant doctrines now shape operational behaviour as well as force composition: Garrison forces retain more combat power locally, Mobile forces accept a smaller reserve and wider operating radius, and Recon forces demand stronger intelligence before committing to attacks.
Fixed
  • Remnant force generation and raid sanity no longer allow successful construction to indefinitely suppress training, and understrength outposts can no longer launch token raids simply because a single formation is available.
02

v0.12.3-alpha

16 Sept 2026

Added
  • Contractor League Rankings now show real participating contractors in League Rating order with their current Division, while League-only simulated PMCs remain excluded from the public board.
  • Contractor League fight allowance is now visible on the Fight screen, showing fights used, the maximum allowance, fights remaining and the next available slot when the rolling 24-hour limit is reached.
Fixed
  • League tactical healing feedback now shows the actual Health restored by Sustainment Push and Armoured Screen in the live battlefield and Combat Report, clearly separating healing from the ability's damage result and never implying that destroyed Formations can be revived.
  • Contract Network responsiveness and layout now avoids world-wide Contract-site cleanup during individual accept, settle and abandon actions, gives immediate action feedback, uses the shared player content frame and command-panel hierarchy, and removes excess header spacing across desktop and mobile so Contracts are faster and cleaner to work through.
  • League opponent rotations now stay stable after a fight instead of silently rebuilding from the commander's newly changed rating. The completed opponent remains in the same position with Victory or Loss shown until the scheduled rotation refresh, while normal repeat-opponent locks and Division eligibility continue to apply.
03

v0.12.2-alpha

15 Sept 2026

Added
  • Contractor League population now maintains a minimum 1,000-participant weekly field using League-only simulated PMCs when real participation is lower. Simulated opponents carry visible Formation, Level, Enhancement, Development, Combat Leader, Leader Rank and Doctrine progression without becoming player accounts or appearing in the normal Theatre.
  • The Specialist Formation roster expands from eight to fifteen families with Command Liaison, Logistics Convoy, Light Vehicle Patrol, MRAP Patrol, Strike Drone Cell, Helicopter Detachment and Special Operations Team joining the League using their existing approved Forces artwork.
  • Combat Leaders now have Command Rank 1–10 progression. Leaders gain Command XP primarily by leading League battles, while duplicate-Leader Personnel Credits can supplement progression through targeted training.
  • Non-Dossier Supply Drop rewards now arrive as unopened Resource or Reinforcement Packages held in Procurement. Resource packages are valued when claimed for a chosen receiving compound, commanders can preview capacity overflow before confirming, and Recruitment Dossiers remain direct account awards.
  • Operations reports now include Mark All Read and Next Unread controls, making it faster to work through a busy operational inbox.
  • Prepare Attack now offers a per-battle Auto Fight toggle, defaulting off, so commanders can choose manual or automated resolution before entering each League engagement.
Changed
  • Contractor League Divisions now use population-relative weekly bands. Monday 00:00 UTC freezes the rating floors for Tier One, Strategic, Elite, Veteran, Professional, Contractor and Candidate for the full week; the Divisions screen shows the current population, each frozen rating floor and the rating needed for the next Division.
  • League matchup guidance now uses a visual Formation counter diagram and qualitative Minor, Moderate and Major advantage bands instead of exposing exact hidden Affinity percentages.
  • League tactical combat uses sturdier Formation Health baselines to reduce excessive one-shot outcomes, while Combat Leaders have been rebalanced as clearer tactical sidegrades. Field Commander is a stronger all-round choice, Intelligence Officer no longer supplies enough Reconnaissance on its own to trigger the detachment-wide information advantage, and the specialist defensive, manoeuvre and mixed-category Leaders carry sharper trade-offs.
  • League battle completion and Fight Log now preserve the final six Formation states, survivor/outcome detail and winning detachment, while the live battlefield resolves into a dominant green VICTORY or red DEFEAT state so the result is immediately clear on desktop and mobile.
  • Mobile League pre-deployment more clearly separates friendly and enemy teams and Leaders, while tactical ability wording — including Overwatch and Shock Action — is aligned more closely with the rules actually used in combat.
  • Specialist Formation progression is now explained consistently across the Force Registry, Contractor League Help and product roadmap: Enhancement uses cumulative Training Data through Basic, Well-Trained, Elite and Legendary, while Level/XP and Development Points remain separate progression tracks. Training Data bars track progress through the current Enhancement tier toward the next threshold.
  • Force Registry and League Recruitment now use larger, higher-contrast Formation, progression and Combat Leader text on desktop. Combat Leader cards also align Command XP bars and training controls consistently across the roster without changing progression or combat behaviour.
  • Procurement is reorganised around Catalogue, Archive and Help. Package results use the correct Resource/Reinforcement artwork, unopened rewards are clearly identified as stored inventory, live claim previews are easier to read and player-facing errors no longer expose backend wording.
  • Contract rewards and feedback are clearer: offer cards preview Capital using the same distance/difficulty profile as settlement, while settlement notices report the Capital actually received and any Recruitment Dossier gained without exposing internal calculations or failed dossier rolls.
Fixed
  • League repeat opponents are now locked consistently for 24 hours after a completed battle for both real and simulated opponents. The current Fight rotation shows Victory or Loss for completed opponents instead of allowing immediate repeat attacks.
  • League opponent selection now resolves the chosen opponent authoritatively by ID, so a valid real or simulated opponent does not become unattackable merely because the visible rotation refreshes or a TEST CELL reference passes through the route.
  • League defence resolution now reconciles valid legacy Formation IDs to their current Formation records, filters genuinely invalid defences from matchmaking and tells commanders to update their own defence when its saved Formation set is stale.
  • Operations read state now updates immediately after Mark All Read instead of leaving reports visually unread until another page refresh.
04

v0.12.1-alpha

13 Sept 2026

Added
  • Contractor League weekly settlements now resolve every Monday at 00:00 UTC. Commanders who complete at least one League battle during the week receive the reward for the Division they finish in, including Capital, Recruitment Dossier rolls and Signal Flares where applicable. Finishing a weekly settlement in a Division for the first time permanently unlocks that Division's profile Command Patch.
  • Supply Drops can now award a Field Recruitment Dossier or Command Recruitment Dossier at 5% each. The previous Supply Drop outcomes have been proportionally rebalanced around the new recruitment allocation while keeping their relative weighting intact.
Changed
  • Contractor League Divisions now use fixed numeric League Point thresholds instead of percentile-based weekly movement. New League participants begin at 0 points, League Points cannot fall below 0, and promotion or demotion happens immediately when a configured Division threshold is crossed. League thresholds, weekly Capital and Signal Flare rewards, and the Field/Command Dossier roll weighting can be rebalanced through the live Admin controls.
  • The Divisions screen now shows current League Points, progress to the next Division, the reward and qualification state for the current week, Command Patch status and the full Division reward ladder. The header also displays the commander's current Division insignia on desktop so rank is visible at a glance.
  • Command Recruitment Dossiers are no longer granted as a one-off simply for crossing the Professional, Elite or Tier One threshold. League recruitment rewards now come through the weekly Dossier rolls and the published Supply Drop manifest.
  • Available Contracts now show the full assignment time limit granted from acceptance instead of the offer's absolute board-expiry timestamp. Active Contracts still show their actual deadline, and Contract Help now makes clear that incomplete objectives expire while completed objectives remain settleable afterward.
Fixed
  • Completed Contracts no longer expire before settlement. Once an assignment objective is fully complete, the Contract remains available to settle when the commander next returns; incomplete Contracts still expire normally.
05

v0.12.0-alpha

12 Sept 2026

Added
  • Contractor League Specialist Warfare now gives commanders an account-level competitive force built around eight Specialist Formation families, three-Formation detachments, League rating and weekly Divisions, earnable Command Marks and Competitive Doctrines that remain separate from normal theatre PvP.
  • The Specialist Recruitment Centre adds Field and Command Recruitment Dossiers, Combat Leaders, player-directed Formation Development Points, active tactical traits and Personnel Credits. First-time Field recruits unlock a Formation family; repeat results become Training Packets or Training Caches that advance that Formation through Basic, Well-Trained, Elite and Legendary enhancement tiers instead of creating duplicate Formation copies.
  • Eligible hostile Raids and successful Contract settlements now provide additional paths to Recruitment Dossiers, with anti-farming safeguards and rarer Command Dossier rewards keeping progression tied to meaningful operations.
Changed
  • Contractor League evaluations now play as one live linked tactical battle rather than isolated position results. Reaction determines which Formation acts, any surviving enemy can be targeted across the three deployment positions, actions update without a page reload, Auto can be toggled during battle or saved as the default, unfinished battles resume directly from Fight, and ranked attacks must finish within 10 minutes or are recorded as an attacker retreat.
  • Specialist Formation progression now keeps one persistent Formation per family. Level and Enhancement are separate progression tracks, Levels extend to 50 with increasingly demanding XP requirements, Enhancement unlocks Formation capability rather than simply multiplying raw stats, and the Force Registry presents both tracks with clearer card-level progression and unspent Development Point warnings.
  • Command workspaces now follow the same clearer area pattern as the Contractor League: concise purpose-led headers, pertinent quick-glance status, local section navigation with Help consistently on the right, and detailed explanatory material moved into matching Field Manual pages. Build remains available from the main command strip while Base keeps Upgrade Buildings, Market and Help in its local navigation without duplicating those actions in Base status. Market now uses the current full-width command treatment. Operations and Intelligence keep only Help locally; Forces adds a direct Dismiss shortcut alongside Simulator, Spy Simulator, Cenotaph and Doctrine; Contracts separates Available and Active work, moves faction standing into Career and uses simple Scout, Recovery, Clear and Hold assignment labels and filters. Research, Procurement, Directives, Alliance, Comms and Rankings retain the same reduced-clutter hierarchy.
  • The wider player command interface now uses the same angular content framing and flatter information hierarchy established in League Recruitment and Operation Reports, reducing generic nested cards while keeping real gameplay objects and actions visually distinct.
  • League Recruitment and Operation Reports use clearer section hierarchy and larger dossier/reward artwork. Recruitment shows owned dossier quantities directly on dossier artwork, while reports group combat details and unit results and present resources, cargo and recovered dossier items together in Loot.
  • Strategic Research keeps the simplified page copy and quick-glance header while restoring the clearer capability-tree presentation: branch-coloured node cards, progression markers, state-tinted surfaces and grouped prerequisites make each research step easier to scan without bringing back the removed explanatory clutter.
  • Contract rewards and dossier farming protections now scale more deliberately with the work involved. Eligible non-Contract raid targets require meaningful defence and use a per-player/per-target dossier-roll cooldown; generated Contract targets no longer drop dossiers directly. Contract settlement Capital and dossier rewards scale with assignment difficulty and distance.
  • The Contract Network keeps exact dossier odds in Help rather than exposing percentages across the operational board, shows compact dossier reward cues on assignments, and highlights Active Contracts when a completed objective is ready to settle.
  • The public Sarachovia landing page now leads new visitors through the game's core PMC development, relationships, operations, Contractor League and theatre pillars before the lore, adds a broader command-system showcase and makes the Alpha waitlist the primary visitor action while signed-in commanders retain direct theatre access.
Fixed
  • Post-battle enemy intelligence no longer turns a sacrificial raid into perfect reconnaissance. Attacker reports show enemy strength as unknown when no useful force survives, provide estimates when surviving combat forces have limited intelligence, and reserve accurate defender detail for appropriate reconnaissance or valid fresh Scout intelligence. Defenders retain exact information about their own force.
  • Alliance lifecycle controls now let an Executive Commander deliberately disband an Alliance through an explicit confirmation flow, including the sole-member case, while ordinary members retain normal Leave Alliance behaviour and leaders cannot accidentally leave command behind.
  • Mobile Rankings can once again scroll horizontally without squeezing away readable columns, and Recruitment Dossier reveal screens remain usable on short mobile viewports.
  • Base Doctrine prerequisites now show one status tick or cross per requirement instead of displaying the same mark twice.
  • Contract settlement now follows the actual completion point for each assignment: Garrison settles after a successful defence and completed hold timer, Raid & Recover waits until the recovered item arrives back at Base, Raid & Clear settles as soon as combat resolves with the hostile site cleared, and Scout settles when the successful intelligence report is received.
06

v0.11.3-alpha

05 Sept 2026

Changed
  • Tier 1 Raid & Recover Contracts now use a 75% recovery chance instead of 65%, making first-attempt recovery more likely and sharply reducing long repeat-raid streaks. Recovery odds are now tunable per Contract template through the live Contract balance controls, and each newly issued Contract keeps the odds it was offered with.
  • Forces training now updates the selected batch's total resource cost and total training time in real time as quantity changes, while still showing the training time for one individual unit.
  • Active Operations now show the unit make-up of outbound forces and the surviving units on their return journey. Returning Raids also show the resource haul being carried back to Base.
  • The Faction Network keeps the standing cap visible in each faction's progress value without exposing release-specific v0.11 ceiling labels to players.
Fixed
  • Accepting a Contract now returns the commander directly to that Contract in the Accepted Contracts section, keeping the Continue Contract action immediately in view.
  • Raid & Recover objectives now evaluate against the recovery chance snapshotted on the issued Contract, so administrator-tuned recovery odds are actually used by the player objective instead of falling back to the static template value.
  • Raid loot is no longer credited to the Base as soon as combat resolves. The recovered resources remain with the returning force and are credited when surviving units arrive home.
  • Successful mobile Contract objectives can no longer be settled while their surviving force is still resolving or returning. Contract settlement and its reward unlock only after the operation has completed its journey home.
07

v0.11.2-alpha

04 Sept 2026

Changed
  • Selected Rankings ribbons now sit right-aligned within the Player column, keeping commander names clear while preserving the quick visual service-record display.
Fixed
  • Accepted Contracts now receive their full assignment window from the moment they are accepted instead of inheriting time already spent waiting on the Contract Board, preventing newly accepted assignments from expiring unexpectedly soon.
  • Earned secret honours now remain visible on a commander's public PMC dossier, including their deliberately vague citation and Primary Distinction presentation, while undiscovered secret honours stay hidden from the Honours Registry and asset browsing.
08

v0.11.1-alpha

03 Sept 2026

Changed
  • Sarachovia Induction now asks commanders to train one additional Sentry Team during Reinforce the Perimeter and awards another Sentry Team on completion, reducing early training delay while still preparing the required four-team raid force. The Read the Intel lesson now also explains that one Recon Team provides only basic intelligence and that larger Recon deployments reveal more detail. Commanders who had already completed Reinforce the Perimeter are reconciled with the updated reinforcement so the additional Sentry Team is granted once rather than being missed.
Fixed
  • Rankings and public PMC dossiers now credit Enemy Forces Neutralised to the commander who actually destroyed those units instead of counting the attacking commander's own casualties.
  • The Message action on another commander's PMC dossier now opens a new direct-message draft with that commander already selected as the recipient.
09

v0.11.0-alpha

22 Aug 2026

Added
  • Contract Network v1 opens a second progression loop alongside territorial expansion. Four organisations — the Nerovan Directorate, Sarachovian Remnant, Veyrite Consortium and Sarachovian Civic Compact — now issue renewable assignments with distinct briefings, mission families, risk, tiers, deployment time, expiry and rewards. The Null Roster enters the system as a hostile target network rather than a routine client.
  • PMC Reputation and Faction Reputation now grow through completed Contracts and gate access to higher-tier work. Each client tracks its own relationship with the PMC, so progress with one organisation does not automatically grant trust with another.
  • Alliance Contract economy gives Alliances a shared Treasury, Contract Tax and Alliance Reputation. Alliance leaders can set a Contract Tax within the live world limit, and eligible Alliance Contracts can reward the organisation as well as the commander who completes them.
  • Procurement Office and Supply Drops introduce a weekly complimentary Signal Flare, a published 12-outcome Supply Manifest and a full dispatch/arrival sequence. Commanders choose the receiving Base and priority operational resource before firing; rewards can provide logistics stock or reinforcements, while the rare Exceptional Strategic Airlift also records a permanent decoration and citation.
  • Honours & Distinctions turn the PMC dossier into a permanent service record. Series 01 includes medals, ribbons, qualification badges, event-specific citations, Primary Distinction selection, repeat-award occurrences and Bronze/Silver/Gold repeat devices.
  • Eligible honours are now awarded automatically from authoritative gameplay activity rather than relying on manual staff grants. Newly earned recognition is presented one award at a time through a persistent congratulations flow so commanders do not miss it when several criteria are satisfied together.
  • PMC dossiers now support Commander Portraits, separate PMC Insignia and presentation themes using the Game Asset Library. Closed Alpha Service grants the Founding Contractor presentation entitlement, and inaccessible selections safely fall back without breaking the public dossier.
  • Earned ribbons can now be selected for Rankings presentation. Up to three chosen ribbons appear beside the commander while the full earned ribbon rack remains on the dossier; presentation never changes Authority score.
  • Private Contract Sites now spawn when a commander accepts an assignment that requires a map objective. The site is generated for that Contract, visible only to the accepting commander, carries the assignment's objective/defence state and is visually identified as a Contract Site on the Tactical Map and legend.
  • A new one-time v0.11 Theatre Command Briefing introduces the Contract Network, PMC Capital, Procurement Office, honours/dossier expansion and the wider theatre rebalance, with direct routes into the affected command systems.
  • Major command screens now use page-specific theatre artwork across Command, Base, Build, Forces, Procurement, Contracts, Theatre, Operations, Intel, Research, Directives, Alliance, Comms and Rankings, giving each workspace its own operational setting without obscuring the interface.
  • The Classified Field Manual has been rebuilt into a searchable, categorised command reference with cross-linked guides, persistent section navigation, previous/next guide controls and new Account & Session and Settings references.
Changed
  • Capital has been rebuilt as PMC-level wealth. It is now held once by the company across the theatre rather than separately inside each Base, is not limited by Warehouse capacity and no longer has passive production. Existing Alpha Base Capital is consolidated into the PMC wallet during migration; new Capital is earned primarily through Contracts.
  • Supply Drops, passive Base production and Base-scoped operational systems no longer create or store Capital. Materials, Fuel and Intel remain physical Base resources, while Capital-bearing purchases draw from the authoritative PMC wallet.
  • Opening construction no longer depends on Contract income: constructing a building and reaching Lv2/Lv3 uses operational resources only, with Capital entering the construction curve from Lv4 onward.
  • Travel and Fuel now use grid cells as the canonical operation distance instead of calling those cells sectors. Operation pacing, quoted Fuel and mobility presentation now describe the same underlying distance model.
  • Unit progression has been rebalanced across training throughput, operative efficiency, resource efficiency, mobility, cargo, Recon, Counter-Recon, Sabotage and combat roles. Later units are materially more personnel-efficient without simply replacing every earlier specialist.
  • Combat resolution has been retuned around the world-resolved unit balance used by the live game and simulators. Recon advantage now uses a smooth diminishing-return curve, max positional fortification is aligned to a 1.80× baseline, the old separate HQ fortification bonus is removed and Air/UAS no longer bypass basic infantry defence as aggressively.
  • Dedicated production buildings now grow more progressively across their levels instead of concentrating so much value at Lv1. The long-run economic ceiling remains broadly similar, while later upgrades matter more; Logistics Yard construction also no longer requires Fuel before the player has unlocked a dependable Fuel economy.
  • Strategic Research Intel costs now use the v0.11 progression baseline established during the balance pass, creating a clearer early/mid/late research commitment while the single PMC-wide research queue remains the primary time gate.
  • Derelict raids now follow an abandoned-site salvage model: normal Derelicts do not maintain persistent Sentry/Contractor garrisons, but still present ambient combat resistance and casualty risk. Their abandoned stores are exposed to successful raiders subject to surviving-force cargo capacity and the live Combat Loot rules.
  • Indigenous Remnants are more active strategic threats. Their normal operating radius is wider, well-defended developed Bases are no longer completely immune to consideration, weak defence increases target priority, and Remnant development can progress through the full compound infrastructure network rather than stopping at the old limited script.
  • Interrupted Sarachovia Induction can restart against a replacement deployment after collapse. Per-attempt learning resources can be earned again where needed, while the final Induction recognition remains non-repeatable and is now presented as the Sarachovia Induction Qualification badge.
  • The Procurement Office is now a scalable catalogue rather than a single Supply Drop tutorial. Detailed odds and mechanics live in Help, while the operational page focuses on availability, deployment, pending reinforcements and recent procurement activity. Supply Drop aircraft presentation now uses the Sarachovia C-130 artwork throughout the catalogue/arrival experience.
  • Desktop command navigation now uses the bespoke Sarachovia icon set with persistent labels, a clear active underline and hover treatment. Mobile uses the same visual language and moves commander/account controls into the expanded command menu; the map-facing command label is now Theatre.
  • Build & Upgrade now reads as one Compound Development Network. Explanatory copy and Operatives guidance are consolidated into the network header, while live construction status/queue controls are integrated into the same development interface instead of occupying a separate card.
  • The first fresh Series 01 campaign boundary establishes a clean honours/economy start without erasing permanent service history. PMC Capital, live Contract board state and current-campaign PMC/Faction Reputation begin fresh, while legitimate honours, citations and historical Contract/service events remain attached to the account across later campaign resets.
  • The authenticated command interface now uses a larger SARACHOVIA masthead, integrated command navigation, THREATNET/player controls, resource telemetry and Command Base selector as one aligned surface. The selected commander portrait now appears in the player control, while desktop navigation stays expanded to narrower screens before switching to the compact command menu.
  • Softer Contrast is now the default presentation, reducing harsh black/white contrast for longer sessions. Commanders who prefer the stronger original treatment can still change Display Comfort in Preferences.
  • The Contract Network now keeps assignments in a stable order, adds Tier, faction and assignment filters with higher-contrast controls, and shows the exact remaining conditions for each Restricted Network assignment so commanders can plan what to unlock next.
  • Contract Sites are lifecycle-bound rather than permanent map clutter. Once a Contract is settled, failed or expires, its temporary objective is retired as soon as any operation still involving it has safely concluded, allowing the theatre grid to be reused instead of accumulating abandoned Contract Bases.
  • Alliance Command now uses the same layered tactical interface as newer screens, with a clearer command header, network state, recruitment directory, command tabs and treasury presentation while preserving existing Alliance permissions and workflows.
  • Forces has been rebuilt around a responsive formation grid with dedicated artwork for every trainable unit, clearer operative status and a cleaner garrison manifest.
  • Procurement Office and Operations now use the newer command-interface visual language, with clearer status summaries, stronger information hierarchy and more compact responsive layouts without changing their underlying gameplay rules.
  • Page-specific theatre artwork now extends behind the translucent command header and matching footer, creating one continuous route surface while retaining the preload/reveal behaviour.
  • Build & Upgrade now uses the shared command width without the redundant outer page label, and the Tactical Map remains inside that same shell instead of widening past it. Intel, Comms and Rankings now use the same modern command-header hierarchy as Forces and other refreshed workspaces.
  • Command report cards now use a consistent card footprint and open their full report in an overlay rather than expanding inside the dashboard frame.
  • Public PMC dossiers and Profile Settings now share dedicated dossier artwork across Profile, Friends, Account, Security, Preferences, Blocked and Absence, keeping the profile area visually consistent.
  • The Field Manual, Terms, Privacy, Cookies, Fair Play, Community Rules and Contact pages now share a dedicated documentation backdrop while retaining readable content panels.
  • Terms, Privacy, Cookies, Fair Play and Community Rules now explicitly cover v0.11 Contracts, private temporary Contract Sites, PMC/Alliance Capital, Alliance Contract Tax, Procurement, public dossiers/honours and related fair-play/privacy expectations.
Fixed
  • Operative recruitment time can no longer be silently banked while a roster is already at capacity or recruitment is impossible. Raising the cap later starts growth from that point instead of instantly converting hours of blocked time into a full roster.
  • Construction waiting on operatives now gives cap-aware guidance and continues to release automatically when genuine operative availability returns.
  • Market and mixed-resource affordability paths now read and mutate the same authoritative PMC Capital wallet, preventing the Market from showing a retired Base Capital balance or disagreeing with Contract-earned wealth.
  • Closed Alpha Service rarity now reflects the eligible cohort correctly, while non-player accounts and pre-v0.11 QA/automatic honour artefacts are excluded from normal Series 01 rarity and Rankings presentation.
  • Dossier honour presentation now uses uploaded medal, ribbon, badge, insignia and repeat-device artwork consistently; the full earned ribbon rack is retained even when only three ribbons are selected for Rankings.
  • Supply Drop C-130 rendering now uses a build-safe committed asset path so the aircraft remains visible in the arrival sequence instead of falling back to the old temporary marker.
  • PMC and Faction Reputation can no longer fall below zero, preventing failed or abandoned Contracts from locking commanders out of the work needed to recover standing.
  • Hovered Tactical Map labels now remain above neighbouring Base markers instead of being partially hidden by the next compound.
  • Contract objective reconciliation now prevents settled or expired private targets from remaining indefinitely visible or consuming normal theatre positions.
  • Fresh campaigns no longer inherit prior-campaign Signal Flare claims, pending Supply Drop reinforcements or Procurement activity when a world reset occurs inside the same weekly allocation window.
Removed
  • Legacy Base-level Capital production/storage and player-facing placeholder portrait/honour choices are retired from the v0.11 experience. Capital now belongs to the PMC economy, and live dossier presentation uses the approved asset library/fallback system instead of temporary vector recognition art.
10

v0.10.2-alpha

25 Aug 2026

Security
  • Passkey sign-in no longer reveals whether an account exists, whether it can use portal authentication, or which passkey credential identifiers are registered before authentication succeeds.
  • Public service-health probes now return availability status without exposing deployment version, commit identity, database latency, worker names, heartbeat timestamps or maintenance state.
11

v0.10.1-alpha

18 Aug 2026

Changed
  • Combat casualties now follow relative combat effectiveness more closely. Hopeless attacks no longer inflict guaranteed percentage damage, close engagements remain costly, and overwhelming force can fully destroy an organised garrison.
  • Beginner Protection now has a prominent active-state briefing on each protected Base and always requires confirmation before a qualifying hostile player operation ends that protection.
Fixed
  • The Compound Development Network now applies and displays Strategic Research gates alongside infrastructure prerequisites, so research-gated structures such as Satellite Uplink can no longer appear available before company research is complete.
  • Cancelling construction no longer briefly presents the removed queue item as Completed while the queue refreshes.
  • The Combat Simulator now clears stale results when inputs change, ignores an older in-flight result after the setup has changed and reports invalid inputs with a useful player-facing message.
  • Small successful attacks against real or static resistance can no longer exploit casualty rounding for zero-risk outcomes, while truly undefended targets still avoid invented losses.
12

v0.10.0-alpha

17 Aug 2026

Added
  • Strategic Research now develops the PMC itself through one company-wide research queue. Command, operational and technical capabilities are no longer multiplied simply because a commander owns more Bases.
  • New PMCs begin with capacity for one permanent Base and two simultaneous active operations. Command Network research expands territorial capacity over time, while Operational Coordination research expands the number of operations the company can manage at once.
  • Territorial Command I now unlocks access to Command Liaison doctrine and raises permanent Base capacity to two, creating a deliberate progression path before a PMC can establish its second permanent position.
  • Advanced infrastructure now requires the matching Strategic Research before first construction: UAS Systems Integration for the Drone Hangar, Rotary Wing Operations for the Helipad, Strategic Surveillance for the Satellite Uplink and Advanced Operations Infrastructure for the Special Operations Compound.
  • Field operations now make an Operational Fuel commitment based on distance, force size and unit weight. The launch screen shows the authoritative Fuel requirement before the force leaves.
  • Operational Directives let commanders commit resources to temporary company priorities. Counter-Intelligence Sweep is the first directive, strengthening one Base against hostile reconnaissance and covert disruption without making it immune.
  • Scout operations now commit Intel according to the force sent and the security burden of the target. Successful observations persist in an Intelligence workspace with their own age and confidence instead of existing only as one-off reports.
  • THREATNET contacts can now receive optional Quick, Tactical or Deep analysis by spending Intel when the supporting infrastructure is strong enough. Passive incoming-operation warning remains free.
  • Sabotage adds a covert disruption operation against hostile infrastructure. Recent, high-confidence intelligence can enable precise targeting; successful disruption is temporary and covert activity can be detected or attributed.
  • Total territorial defeat now ends the current deployment instead of leaving a commander stranded without a Base. The Operational Collapse briefing records the loss and offers a fresh theatre redeployment while preserving the PMC identity and deployment history.
  • The command network now recognises defeated deployments and directs commanders back to their collapse and redeployment briefing without removing theatre access.
  • Eligible total collapses can now leave an independent PMC Remnant behind in the theatre. These former contractors become separate NPC-controlled PvE positions that can be scouted and attacked through the normal operation systems.
  • Operational Collapse now records the fate of surviving personnel — lost or captured, evacuated or dispersed, and those left operating independently — while PMC dossiers preserve the resulting deployment history.
  • A one-time v0.10 Theatre Command Briefing now appears on Command to explain the major new systems and link commanders directly to Research, Tactical Map, Intelligence, Command Transfer guidance and the field manual. Acknowledging it dismisses it permanently for that commander.
  • Command notifications now report major v0.10 milestones when they are reconciled: Strategic Research completion, Recovery Protection ending and Control Authority beginning to recover or reaching full control.
Changed
  • Territorial expansion is now constrained by researched Command Capacity rather than allowing early territorial snowballing. Existing Alpha territory is grandfathered: commanders keep every Base already earned, but cannot expand beyond that footprint until Strategic Research supports it.
  • Active-operation capacity is PMC-wide and counts outbound, resolving and returning operations, so additional Bases no longer multiply operational throughput automatically.
  • Normal operations reserve both deployment and return Fuel at launch. Garrison deployment and owner recall remain separate one-way movements, each committing Fuel when that journey is launched.
  • The four resources now have clearer strategic identities: Materials build and repair, Fuel moves and operates, Intel supports research, reconnaissance, analysis and covert activity, and Capital hires, procures and administers the organisation.
  • Command HQ is now the PMC's primary passive Capital source. Its Capital stream is deliberately stronger while its Materials, Fuel and Intel support streams remain on their normal production curve.
  • Mid- and high-tier Doctrine research shifts part of its previous Capital burden into Intel while preserving the same overall base resource cost. Early Doctrine remains unchanged so the opening game is not destabilised.
  • Strategic Research is funded primarily with Intel and time, while recruitment and procurement remain Capital-bearing and field deployment now consumes Fuel.
  • Counter-Intelligence increases the effort required to penetrate a protected Base rather than secretly changing combat outcomes. Strong reconnaissance or sabotage packages can still succeed.
  • Intelligence ages as the theatre changes. Older observations become stale and eventually expire; later weak Scouts do not magically refresh facts they failed to observe.
  • Surviving forces can no longer return into a Base after it has changed hands. Returns reroute to another owned Base when possible; if the company has lost its final foothold, those forces are dispersed.
  • Redeployed companies receive configurable recovery protection and a fresh starter position without replaying Sarachovia Induction or its rewards.
  • PMC Remnants are distinct from the Indigenous Remnant Forces: they retain the identity and history of the defeated contractor deployment but are no longer controlled by the original player.
  • Tactical Map operations now use a mission-planning deck instead of four narrow side-by-side forms: origin and target are shown as one route brief, operation types expose READY/LOCKED/PROTECTED states up front, and the selected mission gets the full width for force selection, launch restrictions and Fuel/Intel commitments.
  • Desktop command navigation is centred in the header as a compact icon strip while THREATNET and the commander menu remain anchored on the right. Command, Theatre, Development and Network remain visually grouped, while each individual icon expands to reveal its label on hover or keyboard focus. Tablet and mobile retain the command menu.
  • Base compound building cards now carry subtle category colours for Command & Intel, Resources & Economy, Personnel & Medical, Weapons & Munitions, Vehicles & Aviation and Defence, while sabotage disruption still overrides them with the stronger red warning state.
  • Base building effects now use the same Capital, Materials, Fuel and Intel symbols as the HUD instead of compact C/M/F/I text, with cleaner grouped values that wrap naturally on narrow cards.
  • Intelligence Files now behave like a living dossier cabinet: targets can be searched, filtered by freshness and sorted by contact time, confidence or name, then expanded to inspect separately aged authority, infrastructure, force and resource observations.
  • Comms now prioritises direct player conversations at the top of the page. Command and system notifications sit below, while operational reports remain in Operations instead of being duplicated in the communications inbox.
  • Rankings now make the viewing commander immediately visible with a dedicated YOU highlight, while first, second and third positions use distinct gold, silver and bronze treatment. Alliance podium positions use the same visual hierarchy.
  • A retained PMC Base now begins rebuilding lost Control Authority after Command Transfer pressure stops. Recovery waits for a configurable grace period (60 minutes by default), then restores Authority at a configurable rate (0.1% per minute by default); an inbound Command Transfer suspends recovery and a newly resolved transfer restarts the grace period.
  • Command Transfer can now move as an armed takeover column: a Command Liaison or Special Operations element remains mandatory, while Raid-capable combat units can accompany it as escorts. A winning force that achieves at least a 2:1 effective combat advantage can break organised resistance and apply authority pressure without exterminating every defender; surviving defenders withdraw to another valid foothold when possible, or enter the final Operational Collapse disposition if the captured Base was their last position.
  • Base Doctrine now uses the same capability-network language as Strategic Research while remaining a separate Base-scoped progression system. The selected Base is controlled by the persistent command Base selector instead of duplicating every owned Base across the Research page.
  • Active Strategic Research now shows a live time-remaining countdown and progress bar, updating every second and refreshing the research state automatically when the project completes.
  • Surveillance infrastructure now states its tangible contribution to THREATNET. Radar Mast, Watchtower, Communications Tower, Satellite Uplink and Command HQ show the passive detection capability their current level provides and what the next level adds.
  • A sabotaged building now shows its normal capability crossed out and its reduced effective capability in red on the affected Base, including the percentage lost and recovery time. Resource-producing targets show the actual reduced per-hour output; surveillance targets show their reduced THREATNET detection contribution.
  • Indigenous Remnants now make one strategic decision per activity cycle. They favour valid raids or outpost development, reinforce only a bounded development-driven garrison shortfall, and can conserve resources instead of endlessly training Sentry Teams whenever their queue is empty.
  • Unfamiliar command and HUD controls now expose consistent hover/focus help, including resource/operative status and Base-selector controls, while existing navigation and THREATNET controls retain their accessible labels.
Fixed
  • Recovery Protection on a redeployed Base now uses the actual configured redeployment window rather than the shorter reclamation default. Its countdown updates every second, its progress bar advances continuously, and the briefing correctly distinguishes a fresh redeployment from a reclaimed Base.
  • Recovery Protection now reconciles the Base to Active as soon as its visible timer expires, instead of leaving a completed protection banner waiting for a later page transition.
  • Tactical Map Base status now uses player-facing language such as Recovery protected instead of exposing backend enum values such as RECOVERY_PROTECTED.
  • Command, Operations and the persistent THREATNET header now refresh from the same sanitised intelligence state, preventing a detected incoming operation from being shown beside a stale THREATNET CLEAR header.
  • Base resource rates and status views now show the same temporarily reduced production that authoritative resource settlement applies during an active sabotage effect.
  • Redeploying after Operational Collapse now invalidates the defeated zero-Base map state, and the app no longer prefetches that redirect while a commander is defeated, preventing the Map button from bouncing a newly reconstituted company back to Command.
  • The active theatre now expands one-way as player-owned territory grows, while new player, derelict and Indigenous Remnant positions stay inside the current operational area. Existing Bases created outside the old boundary automatically open the smallest safe theatre tier instead of remaining stranded in dimmed, non-operational terrain.
13

v0.9.1-alpha

13 Aug 2026

Changed
  • Construction now reserves the operatives needed by the structure currently being built, so the same personnel cannot be promised simultaneously to training or another active staffing commitment.
  • A construction item that reaches the front without enough operatives stays in place and visibly waits instead of overstaffing the Base. Training Yard recruitment and wounded recovery can release it automatically, or the player can cancel it normally.
  • If a Base has lost every Sentry Team and lacks the two free operatives needed to replace one immediately, a single emergency replacement team can still be queued. Training waits for crew and starts automatically once two operatives are available.
Fixed
  • Sequential construction can no longer complete later upgrades into an impossible negative staffing state after earlier queued buildings consume the available workforce.
  • Waiting construction and training items can no longer be skipped by newer queue entries when they are temporarily blocked on operatives.
14

v0.9.0-alpha

12 Aug 2026

Added
  • Authority Points now measure both Infrastructure Authority and Operational Authority. A completely maxed compound contributes exactly 1,000 Infrastructure AP, while a fully employed healthy operative establishment contributes another 1,000 Operational AP for an exact 2,000 AP fully developed Base.
  • Building Authority is weighted by strategic importance instead of treating every level equally. Upgrade cards now show the same real AP gain used by rankings.
  • Operational Authority responds to the state of a PMC's workforce and forces: healthy operatives staffing buildings or committed to trained units contribute, while idle and wounded personnel do not. Forces travelling on operations remain tied to their home Base.
  • The Spy Simulator now models the same reconnaissance-versus-counter-reconnaissance contest used by live SCOUT operations, including defending units and surveillance infrastructure.
  • A new Scouting & Counter-Reconnaissance field manual explains reconnaissance capability, intelligence depth, defensive surveillance and how SCOUT differs from THREATNET detection.
Changed
  • Player and alliance rankings now use Total Authority across infrastructure and operational capability, allowing major battles, casualties, recovery and rebuilding to move the standings without changing Base ownership.
  • Strategically important buildings contribute more Infrastructure AP than routine support structures, and later upgrades generally carry more Authority than early development.
  • Indigenous Remnant pressure now scales against Infrastructure Authority only, preserving development pressure without allowing troop losses to make an advanced Base look less developed to NPC forces.
  • SCOUT intelligence depth now depends on the reconnaissance capability deployed against the target's counter-recon units and surveillance network. Specialist recon teams and UAS are more efficient intelligence collectors than massed low-end observers.
  • Scout reports and simulator results provide qualitative capability and intelligence assessments rather than publishing exact success percentages or hidden thresholds.
  • World Rankings Help has been rebuilt around the new 2,000 AP Base model, including how warfare can change Operational Authority and rankings.
Fixed
  • Build screens, player rankings, alliance rankings, public profiles, tactical-map Authority and portal theatre standings now derive Authority from one canonical scoring model instead of using conflicting point calculations.
  • Staff views now distinguish Authority Points from Control Authority %, removing ambiguity between ranking strength and the Command Transfer ownership mechanic.
15

v0.8.4-alpha

12 Aug 2026

Fixed
  • Public alliance profiles now use each alliance's permanent identifier instead of its editable tag, so changing a tag no longer changes or breaks the profile address.
  • Alliance links from rankings, PMC dossiers, alliance browsing, diplomacy and moderation now resolve consistently even when the displayed tag contains reserved URL characters such as #STAR.
16

v0.8.3-alpha

11 Aug 2026

Fixed
  • Sarachovia Induction reimbursements now respect each resource's Warehouse capacity instead of creating new over-cap balances. Any balance already above its limit is preserved, cannot grow further and clearly reports that production is paused until it is spent below capacity.
17

v0.8.2-alpha

11 Aug 2026

Fixed
  • Build & Upgrade development-network nodes can again be selected normally with a mouse on desktop browsers; horizontal click-drag navigation no longer steals ordinary node clicks.
18

v0.8.1-alpha

10 Aug 2026

Added
  • Build & Upgrade now includes a Compound Development Network showing how the major structures in your Base connect, what is available next and what still stands between you and later-stage facilities.
  • Selecting a structure in the development network now reveals its live current and next effects, construction costs, staffing, timing and Upgrade or Construct control directly beneath the network.
  • The player menu now includes an Induction panel visibility control, making the guided campaign easy to hide or bring back without losing progress.
  • The public landing page now links its latest-update briefing to a full /updates patch-note archive so released changes are easier to follow in one place.
  • Garrison / Support is available for another Base you own, accepted friends, members of your alliance and members of an allied alliance, allowing trusted commanders to reinforce one another without turning support into a general neutral-player operation.
  • Player accounts now have a passwordless email-code fallback when a passkey is unavailable, while passkeys remain the primary sign-in method. Entering an email address or commander name first can also help a PC or password manager locate the correct passkey.
Changed
  • Build & Upgrade now opens the Compound Development Network at the player’s furthest usable development tier and centres the most relevant structure there. The tree can be grabbed and dragged horizontally, its browser scrollbar is hidden, and selecting a structure moves the page to its live construction controls.
  • Resource and building Help now resolves production from the active theatre economy so the figures shown to players move with live balance changes instead of presenting stale base-formula values.
  • Command HQ production is now described as an amount to each resource, making the four equal Capital, Materials, Fuel and Intel streams explicit rather than presenting their aggregate as though it applied to every resource.
  • Passkey setup and sign-in now provide clearer guidance for using a phone, password manager or another device. Passkey registration is more compatible with older device configurations while still requiring user verification.
  • Sarachovia Induction rewards now use compact resource icons and totals. Where an objective reimburses its guided learning cost, the displayed reward combines that reimbursement with the normal support allocation so commanders can see what they will actually receive.
Fixed
  • Sarachovia emails remain readable in dark-mode email clients, including their text, backgrounds and action buttons.
  • Full desktop command navigation now remains visible on normal desktop screens, while tablet and mobile layouts use the compact command menu; THREATNET and account controls are aligned consistently.
  • Sarachovia Induction no longer disappears when moving through Alliance, Rankings, account settings and other normal command screens.
  • Security Operations is now baseline PMC knowledge for new commanders and is repaired automatically on older Bases, so Sentry Teams become available as intended after Barracks Lv1.
  • Resource income shown in Build, building inspection, Help, Base Status and the resource HUD now comes from the same active balance inputs, removing cases where Command HQ could show one rate while the Base was actually receiving another.
  • Warehouse capacity remains independent from live Resource Income, while campaign-start safety checks prevent contradictory starter storage or extreme hoarding settings from being carried into a reset.
  • Recalled support forces now appear as RETURNING and explain that they are travelling home. They no longer offer another Recall action or appear as an unknown incoming movement in the sender’s own THREATNET feed.
  • The Base Status storage-cap display now keeps large values inside the panel and continues to show each resource as an independent storage limit.
  • Induction fixed rewards appear immediately, and a failed reward preview can no longer leave the reward card stuck in a permanent loading state.
  • A cancelled or failed passkey attempt during account activation no longer turns the same valid activation journey into an “invalid or already used” dead end; commanders can retry until activation succeeds or the invitation expires.
  • Waitlist verification links no longer verify an address simply because an email-security scanner or link preview opens them. Verification now requires an explicit confirmation, and reopening a completed link reports that the email is already verified.
Security
  • Production remains passwordless: password sign-in and password reauthentication are removed and blocked there, while staging and local environments retain the compatibility path for testing and administration.
  • Player email sign-in codes are short-lived, single-use and protected by request and attempt limits. Moderator, Admin and Owner accounts remain passkey-only.