You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Normalize Foundry's Secret token disposition to Neutral for radar classification, targeting eligibility, and parent-derived ordnance allegiance
Fix nested role-name localization tokens so companion role overrides resolve cleanly in warnings and Captain-card descriptions
Fix Combat Telemetry only upgrading one target by applying all lock upgrades in one atomic GM-side actor update
Fix Combat Telemetry skipping targets within auto-scan range
Keep BDA results isolated per attack so overlapping assessments cannot display another shot's hit count or damage
Resolve the BDA operator from crew layout, allow the Captain to operate Sensors in 4-person crews, and retain GM launch access
Route BDA result and correction chat-card updates through the GM so assigned Sensors operators can complete Combat Assessment without ChatMessage permission errors
Resolve every station operator from the 3–6 person crew layout, including reduced-crew helm, sensor visibility, ordnance rolls, and deployed-craft control
Derive accuracy copy and fire-tier modifiers from the active system adapter; fix d20 allocation/fire-mode scaling and remove percentile-only strike-craft displays
Apply Captain initiative allocation as a reversible combat-tracker bonus, replacing only the prior turn's Ship Combat bonus so rolled initiative never persists through actor state or carries between combats; disable initiative allocation until the ship has rolled tracker initiative
Centralize Harden Shields bypass suppression across weapons, strike craft, and torpedoes
Serialize every GM-side Power Core grant, spend, and reset in one per-ship transaction queue; consumption and action telemetry commit together, preventing both double-spends and grant/spend lost updates; remove the obsolete direct assign/revoke API
Correct Sensor Radar heading transforms after the ship-forward convention change and rotate the true compass beneath relative/heading-up mode
Fix NPC ordnance salvo and flight-size fields being locked to 1 by persisting edits to the embedded template and applying the current field value when launching
Spend Captain's Power Core before revealing the draw-pile preview in Dead Reckoning; cancelling or closing the preview no longer avoids the cost
Show the allocation warning before Dead Reckoning commits the Captain's unrolled or unspent allocation points
Make the Standing Orders next-round counter project the refilled hand, and defer discard recycling until a round begins with an empty draw pile so a partially exhausted pile produces one intentionally short hand
Fix Red Alert at the real Foundry round boundary: discard unused temporary cores, apply its internal fire increase atomically, and grant exactly one fresh Power Core to each receiving operator, including shared pools in reduced crews
Apply Aggressive and Defensive stance modifiers on both sides of ship and strike-craft attacks, and use their Speed/Maneuverability changes in actual helm previews, movement, rams, and drift rather than display only
Apply Devastating Protocol to incoming as well as outgoing weapon, strike-craft, torpedo, and ramming hits
Increase Dead Reckoning footer-button padding so Confirm Order and Cancel labels no longer crowd their right edges
Clean up allocation locks; locking actions are now more sensible than before
Harden various emit to GM transport contracts
Remove stale/legacy resource keys
Enforce critical-condition effects during movement, weapon fire, lock upgrades, Power Core distribution, and Auxiliary Power generation instead of relying on disabled controls alone
Enforce NPC critical effects across round damage, internal fire, heat, movement degradation, weapon sections, fire control, and power generation in every hull-storage mode
Improvements
Distinguish friendly ships from hostile Lock 4 contacts with explicit ally labels, dashed identification rings, and friendly status text on the Sensor Radar; keep friendly ships and allied ordnance fully visible and allow Sensors to mark them for crew clarification without making them valid attack targets
Route every Captain-card surface and pile preview through one system-theme contract so sheets, chat, Emergency Salvage, and Dead Reckoning cannot drift into different card graphics
Centralize allocation terminology in the active system adapter, including count-aware singular/plural forms used by localization, templates, BDA badges, and generated UI copy
Use collision-checked 20-character BDA attack IDs and mark completed or round-reset assessment cards as expired
Unify Captain, Red Alert, and Engineer Power Core grants into one receiving-operator pool, with Engineer assignment retained only as its once-per-role distribution ledger; reduced-crew stations now read and spend their shared operator pool while keeping the existing available/unavailable overlays
Simplify Engineer Core Distribution rows by placing the ready-core ×n count beside the clickable allocation bolt
Restyle Marked Target and Priority Target as high-opacity translucent pale teal/red indicators outside the shield and bow-indicator radius, with two-line, lock-coloured canvas labels and Bandit-a: Name contact formatting
Rework Captain Standing Orders: remove manual draw/full-hand mulligan controls, make Resolve fund per-slot mulligans that lock allocation on first use, and make Inspire set the next round's hand limit above a base of 3
Make Captain cards instance-aware so duplicate orders remain independently selectable and reorderable
Rework Emergency Salvage to preview full card effects, add the chosen order to hand with a Salvaged tag regardless of hand limit, recycle the remaining discard pile, and return the Salvaged order to the bottom of the draw pile whenever it leaves hand
Show full order names, categories, and descriptions while reordering the draw pile with Dead Reckoning
Remove the redundant Active Standing Orders panel from Captain tabs; active stance remains in the top status bar and role-specific order effects remain visible to affected crew
Define one universal Captain-card surface contract for sheets, chat, Emergency Salvage, and Dead Reckoning so companion-system themes apply consistently without consumer-specific copies
Serialize and validate Captain, Gunner, Pilot, and Ordnance point allocations on the GM, enforcing pool totals, roll prerequisites, and post-action locks across full and reduced crews; apply equivalent guards to NPC helm and gunnery allocation controls
Expose canonical committed-allocation locks to companion templates for Gunner and Ordnance, including fired-weapon and shared-crew lock states; disable allocation decrements when their raw allocated or staged value is already zero, and require each role's pool-generating roll before either allocation direction is enabled or accepted
Classify radar contacts by token allegiance (hostile Bandits, neutral Bogeys, named friendlies), exclude the acting ship and its allies from every shared target picker while preserving hostile-NPC targeting, and enforce the same rule in GM-side target-marking handlers
Replace the Mark for Crew flag with a crosshair and show Marked/Priority contacts directly on the Sensor Radar; pale-teal intercardinal ticks identify crew marks, Priority doubles the normal ring thickness in pale red, and mirrored name placement keeps the upper label clear
Rename Battle Clarity to Priority Target
Mark critically disabled weapon sections with a named, system-themed lockout overlay, including deterministic fallback selection for legacy or manually applied conditions
New Features
Add persistent per-ship contact designations shared across radar and targeting interfaces, plus crew-visible canvas markers for the Sensors recommendation and Captain's Priority Target
Add Critical Hit effect tooltips on chat cards
Add confirmation dialogue on allocation locking actions
Add GM Manual Override to player ship stats to the bottom of the Configuration tab
Add a world-level Shield Resolution setting with backward-compatible Hit Negation and optional Damage Pool modes; Damage Pool applies Shield Burn before absorbing normal damage point-for-point and discards excess Burn instead of spilling it into armour or hull, while weapon, strike-craft, and torpedo attacks consistently respect Shield Bypass, Harden Shields, immunity, Rend, and partial damage overflow
Balance Changes
Balance Sensor Priority by halving Lock 1 and Lock 2 AP costs for the round, rounding up after the sensor component's AP modifier, instead of making those upgrades free