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
Keep newly overclocked Power Cores in their rightmost display position when staged
Remove all persisted targeting state that references deleted world Tokens, serializing cleanup with contact registration, recommendations, BDA resolution, and Manual Override without discarding locks during scene changes
Allow NPC ships to choose between multiple torpedo or strike-craft templates before launch
Restore Engineer Power Core staging by including the initiating ship in role allocation requests
Scope weapon, ram, strike-craft, shield-display, critical-hit, and deployed-ordnance ownership data to the ship that initiated each workflow
Apply reroll synchronization and combat-turn lifecycle processing to the matching player ship instead of the first player ship in the tracker
Bind ram resolution, End Combat, and per-sheet sensor-range calculations to the ship that initiated them
Resolve strike-craft damage, ammunition spending, and per-target turn tracking as one GM-side action, serializing both attacker and target and refunding pre-resolution failures
Validate and serialize gunner fire against its live target, preserving failed shots and Ranging Fire target IDs
Serialize Signal Inversion with other mutations to the target's defenses
Validate ram targets before committing movement and serialize both ships through confirmed socket resolution
Await the GM's final waypoint commit and suppress movement animations when the authoritative Helm action is rejected
Validate and resolve standard Sensors actions in one serialized GM-side operation, preserving AP-based multi-action turns and rolling back AP and prior action telemetry together when an effect fails
Match Sensors global-action controls to authoritative explicit and Auto-Scan lock requirements
Treat a cancelled Ordnance allocation warning as cancellation instead of an action failure
Reserve Sensors Core Action Power Cores and AP together on the GM, serialize every AP writer, require an applicable lock, await effects, and roll back both costs if the primary effect fails
Apply Captain Core effects, Power Core spending, and action telemetry in one serialized actor update
Serialize all Engineer Power Core staging and commitment mutations, plus generic ship resource writes, through their shared queues
Reject duplicate or invalid Engineer Power Core staging requests, and prevent Flux conversion from spending when Auxiliary Power cannot increase
Keep Engineer fire suppression and hull-repair staging resets in the same update as their action results
Validate, spawn, and commit ordnance launches in one GM-side operation, enforcing craft capacity and ram lockout while cleaning up failed provisional tokens without recording false losses
Preserve every destroyed-flight count when multiple strike-craft tokens are removed together
Apply each BDA correction and retire its attack record in one retry-safe GM update
Confirm torpedo damage and blast resolution before deleting the detonating torpedo, while serializing shared target damage
Make retried multi-target detonations idempotent so partial failures cannot damage an already-resolved target twice
Require torpedo, blast, and strike-craft damage requests to match their ordnance actor's parent ship
Reserve craft recovery, remove its token, and grant recovery credit through one compensating GM workflow
Resolve global canvas state to the player ship assigned to the current user and clear deleted-target references from every player ship
Scope deployed-ordnance deletion, RTB, power-boost, and turn controls to their parent ship, and update turn controls only after GM confirmation
Limit Full Reset ordnance cleanup to the initiating ship and use per-deletion suppression instead of shared global state
Improvements
Route core and companion GM requests through actor-bound factories backed by one declarative scope contract, with tests preventing raw request bypasses and undeclared handlers
Validate ship identity before socket dispatch, bind every ship-scoped handler to that actor, and match ordnance spawns to their parent ship
Register GM request handlers from one action catalog, default new requests to player-ship scope, and normalize simple handler results to socket-safe booleans
Catalog client broadcasts alongside GM actions, reject dispatch before socket readiness, and audit companion API handshakes and exported capabilities