Version 0.14.0 #42

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aslan merged 7 commits from imperfect-galaxy-work into main 2026-10-24 19:30:19 +02:00
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Energy Technology does more for new components: fusion reactors 20% more power a level (10) and 2.5%
less fuel (1.5), solar panels and battery banks 5% (3, 2), other components 2.5% less power (2).

A polish pass over the backend, the AI, the web and the scripts, every finding checked first. Bugs:
a fleet landing or founding a colony brings back what its offers held; a station's offers count in
its hold for scrapping; a blacked-out class observes nothing; a fleet held by disabled ships runs no
engines; power plants' rows count Energy Technology; a merged fleet warps only if it can; a new
colony ship keeps the colonies its player knew; the game log names a refused request's player and
logs no password through a percent-encoded path; invisible name characters refused; the AI dismisses
its notices a hundred at a time and keeps its saving's ledger apart from its price; the web sends a
trade, site or note once, keeps a colony screen through a failed reload, writes typed numbers back,
resets a refused checkbox, caps launch and split cargo, closes a dialog only on a press beside it,
retries pictures and reconnects a silent socket at once. Dead exports and duplicates gone, stale
comments put right.

The Discoveries screen's planets show their sunlight, deposits and the colony on them its player
knows of in its map colour, with Filters (no colony known, sunlight 1x/2x/3x, deposits) and Planet
types on the server. Bookmarks list their map pin first; a colony's Overview moves its Planet card;
the Empire Overview's limit titles are centred.

Intercepting a fleet in orbit meets it on its planet's path (game/orbit.ts getOrbitMotion): it had
been taken for still, and a chaser slower than the planet never caught it. The AI harness gives a
planet it moves its orbit's Kepler speed, which the garrison raid run had lacked.

Colony events come more often the more colonies an empire has: each delay divided by its colonies
to events.json colonyExponent (0.5).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The server rounds the distance to the nearest pirates.json distress.distanceStepAu (10 AU), never
under one step (game/distress.ts getApproximateAu), so a notice never carries the exact distance;
the web words it "about 40 AU away", a notice from before without it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A need asked for by two requests was kept as the higher of them, with only that
one's investment flags: a Solar Plant wanted by an early Crystal Mine and by
Research Labs was kept as the labs' and waited behind the colony's saving. The
live game of 0.13.6 had a colony at Crystal Mine 1 for two days that way. The
kept request now takes the investment of every request asked under its key
(either's skipping ahead, the sooner payback).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A faint border and background under the pointer, the accent border focused; a colony tile's text
as far from its edges below and beside as from its picture above (8 px).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A ship class's card shows its picture, name, count and one ship's health; a click slides
its stats open, one a line (Sensor range and Sensor power apart), the chevron turning.
The cargo bar is each resource's share of the hold in its colour, and 📡 Transmit cargo
is a card of its own with its words at its right.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The ship designer takes parts already designed (a request's `reuse`: an
empire's component designs and a slack) in place of those it sizes itself:
its required systems, sensor, engines, reactor, stabilizer and fuel hold, never
its payload. For each it takes the smallest of its kind that does at least what
the sized one does, at most `slack` of its size larger. An AI's plans pass its
component designs (ai.json `designs.reuse.slack`, 0.5) and keep a plan reusing
them while it scores at least `designs.reuse.scoreShare` (0.9) of one sizing
every part anew; Research still compares technologies on plans sized anew.

The live game of 0.13.6 had its AIs' corvettes wait days for their ten parts
in one design slot. Measured on its 120 begun plans, this takes 465 new parts
to 438; Energy Technology, built into almost every part, makes most older
parts another design.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
aslan merged commit 6b892e8e5b into main 2026-10-24 19:30:19 +02:00
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