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SpaceCorps 2027 0.5.1
SpaceCorps 2027 0.5.1 reworks the Clan Gates: the maze is the whole map under fog, the party starts together from a shut room, the Warlord's room stays locked until the elite aliens are dead, and a clan portal, a call card and a window of its own bring the clan to the gate, and the gates open from season day 1 (day 4 in 0.5.0). It opens Beta and Gamma to swarms, giant excavators, Danger Sector rocks and PvP from season day 1, starts the ranking of this season from zero, keeps what is fitted in your Skylab at a wipe, and pays a mission by the higher of the world it was done in and the world you fly in. It also makes the Boss Crystalys twice as tough, gives the Tesseract 100 Facets, takes the Power Cores out of the ammo crafts, lets the excavator keep its Excavator Mining buff, joins the item stacks the Transport Cache split, and fixes the Steam link.
The game plays on the public server https://spacecorps-game.sliplane.app. Your pilot, ships, Credits, Thulium, items, clan and world carry over to this version. The update moves no Credits, Thulium or items (it only joins the stacks of one item that the Transport Cache split; no unit is lost). When it starts, the server counts every pilot's ranking points again (a Boss Crystalys kill is worth 30 points now, 21 before; and this season's points count from the wipe of 6 November).
Download page: https://spacecorps.github.io/play/
On Hangar: https://hangar.sliplane.app/p/spacecorps/spacecorps-2027
What's new
Highlights
- Clan Gates, reworked (needs the new game). The maze fills the whole map (20 by 11 cells) and the flight view has fog. The party waits in a shut start room and the run begins by itself when everyone has arrived. The Warlord's room is locked until the Crystalys and their Twins are dead (45 of 235 aliens for a party of 5), packs you wake hunt you through the corridors, and the Warlord has seven abilities and a laser that hits about twice as hard.
- Getting to the gate (needs the new game). A Clan Gate portal on your company's home map, a call card with Join while your clan's gate waits for pilots (Settings > General > Groups > Clan gate alerts turns it off), and the gate's bar is a Clan dungeon window you can drag, close with its red light and open again from a new toolbar button.
- Clan Gates open from season day 1 (day 4 in 0.5.0), in every world. The wipe disbands every clan, so on day 1 your clan is new: found it, bring 4 pilots of the level the stage asks for (6 / 7 / 8) and put the price into the clan bank (500,000 Credits for stage 1). The clan bank's own reward still asks for a clan 3 days old with 3 paid pilots, so the clears of days 1 to 3 pay the pilots and not the bank; the caps are the same (3 gates a day, 10 paid clears a week).
- More room to play. Time limits 95 / 130 / 165 minutes (80 / 110 / 150). Six loot zones (four), a zone is held up to three times faster with five pilots in it (10 seconds), and from stage 2 on you choose a booster three times a run.
- Pay. Every paid pilot also gets 5 / 10 / 15 Orvium Reinforced Plates, and a gear card (14 pieces, stage 3 only, 1 % of the cards) now gives every paid pilot a piece forged for him, not one copy to one pilot: each pilot rolls his own enchant tier (most come out Standard, a higher tier up to Eternal is a rare find).
- Beta and Gamma start on day 1 (server; the new game shows it right). In Beta and Gamma the swarms, the giant excavators and the Danger Sectors' asteroids are there from season day 1, and PvP is on from day 1: the Peace Protocol of the first three days is Alpha's alone. Alpha is as it was: PvP, swarms and Danger Sector asteroids from day 4, excavators from day 11. The Dormant Swamp and the rest of Tech Surge stay on day 11 in every world.
- The ranking starts from zero for this season (server). The wipe of 6 November was meant to start a fresh ranking and did not: the Hall of Fame, the ladders, your rank and the crown still showed the points of the season before. From this update they count only what you have earned since that wipe (00:05 UTC on 6 November); the kills you made before it no longer count towards your rank, and the explanation in the game and the wiki say so in all 13 languages. The all-time board (lifetime PvE points) is not affected, and nothing is taken from you: no Credits, Thulium, items, level, experience, honor or kills move. A kill made since the wipe is counted in full.
- Items you have equipped in your Skylab stay at a wipe (server). The engines and lasers fitted in the Engine and Defense Modules, with their thrusters and amps, are kept where they are, still fitted. The Help card and the Cache page say so in the new game.
- A mission pays the higher of the world it was done in and the world you fly in (server). The wipe let you choose your world again but left the missions you had done or begun alone, and they were still paid the world of the season before. Now the hand-in pays the higher of the two: done in Alpha and handed in from Beta, a mission pays 2x; from Gamma, 3x. You can hold a hand-in until the update is live.
- Boss Crystalys is twice as tough: hull, shield and volley doubled, the pay unchanged, 30 PvE points a kill (21).
- The Tesseract fights with 100 Facets (50), 20 at a time (10), at speed 750 (450). They fly all round it and fire at the nearest pilot who has hit it. Its plates are now a private box for every pilot the kill pays, half the amounts.
- Ammo crafts without Power Cores or Ship Fragments. Ultra Core, Experimental Fusion Core and Dark Matter Ammo I are made from Cataclysite and Quorvium.
- Excavator Mining stays with the excavator. The share of the pilot who starts it is the excavator's until it rests, and every box it lays carries it.
- Item stacks split by the Transport Cache are merged again: the same resource, ammo or rocket that showed as three to five tiles with different counts is one stack with the sum, and the wipe keeps it that way. Nothing is lost or moved: only the rows of one item are joined (what is in your cache, fitted or on a ship stays as it is).
- Magic Hammer: the limit of one in 60 days is gone.
- The Steam link works again (server fix: no game update needed).
- Windows on a software renderer (a virtual machine with no graphics card) no longer crashes at the start (needs the new game).
If you already play: what changes for you
- Update the game. The server and the new game go live together. The update itself pays, moves and removes no Credits, Thulium or items (the one change to what you hold is that the stacks of one item that the Transport Cache split are joined; every unit stays).
- A 0.5.0 game keeps working but cannot open or enter a Gate: it is told "Update the game to open or enter the new Gates." What is marked (server) below reaches a 0.5.0 game too.
- A Gate that is open when the server updates ends with the restart, as for any restart; its price goes back to the clan bank.
- Your ranking points start from zero for this season. When the new server starts, the Hall of Fame, the ladders, your rank and the crown show what you have earned since the wipe of 6 November (a pilot who has made no kill since it reads 0 until his next one). Your level, experience, honor, all-time kills and the all-time board stay as they are.
- Missions waiting for their hand-in, or still running from before the wipe: you can hold them until the update is live and hand them in then. A mission pays the higher of the world it was done in and the world you fly in when you hand it in, so one you did in Alpha before the wipe pays 2x from Beta and 3x from Gamma. Choose your world first.
- Your Skylab: nothing to do. At the next wipe the engines and lasers fitted in its modules stay fitted.
- Pilots of Beta and Gamma: PvP, the swarms and the Danger Sectors' rocks are on from the first day. If the season is on day 1 to 3 when the server updates, they begin at the restart (the swarms and the rocks within a second, the excavators at once); nothing is wiped and no pilot is moved. The next wipe starts them on day 1.
- Pilots of Alpha notice no change in when the swarms, the rocks, PvP and the excavators start: the Peace Protocol still holds days 1 to 3, and the swarms, the rocks and PvP come on day 4, the excavators on day 11. Only the Clan Gates open earlier, on day 1, in Alpha too.
- A 0.5.0 game in Beta or Gamma is fought for and fights as the server says (the ship's PvP badge, a refused or allowed shot and the enemy markers come from the server), but its Dashboard, Season and Gates pages still show the Peace protocol (and no PvP mark) on days 1 to 3, because they read the one flag of Alpha. The new game shows the pilot's own world.
What needs the new game, and what does not
- Needs the new game: everything in the Clan Gates (a 0.5.0 game cannot open or enter one; the new maze and its fog, the start room, the boss room's notices, the boosters, the portal, the call card, the window and their texts and sounds), the 30 PvE points in the Help card and on the Rankings page, the Help card's lines about the ranking that starts from zero at every wipe, about the Skylab's fitted items and about the day PvP opens in each world, the Cache page's line about them, the Dashboard, Season and Gates pages' tip for the Peace Protocol in the pilot's own world, the swarm and rock missions' briefs (day 1 in Beta and Gamma), the excavator sheet's lines about the buff, and the Windows start-up guard.
- Server only, live with the server (a 0.5.0 game gets it): the Boss Crystalys numbers and pay, the Tesseract's 100 Facets and plates, the three ammo recipes, the excavator's buff on every box and its start message, the Magic Hammer without a limit, the ranking that starts from zero for this season, the Skylab's fitted engines and lasers kept at a wipe, the world a mission pays, the item stacks the Transport Cache split (joined again), everything in "Beta and Gamma from day 1" (a 0.5.0 game only shows the Peace protocol wrongly on three pages, see above), and the Steam link fix.
Clan Gates, reworked
- How a run goes. On the Gates tab a co-leader or the leader picks a stage and presses Summon; the price comes out of the clan bank, as before. Clan members cross with Enter or through the clan's portal (below) while they fly, in a group with at least 4 members of the clan. Everyone lands in the start room, whose door is shut. When you enter, the gate starts waiting for the members of your group who are online and not away; the run starts by itself when all of them are inside and at least 4 pilots are, or when the room is full (10). The pilot who opened the gate or an officer can still press Start at once with whoever is inside, if at least 4 pilots are. The start room's door opens with the run. A gate nobody starts within 10 minutes closes and its price goes back to the bank.
- When it opens. Season day 1, the first day of the season, in Alpha, Beta and Gamma alike (0.5.0: day 4, with the swarms). The gates need neither the swarms nor PvP, so the Peace Protocol days are no reason to wait. A gate costs Credits from the clan bank, not Gate Parts. A server that updates in the middle of a season just reads the new day at its start: nothing is stored with the old one.
- The maze is the whole map. One of 8 layouts on one of 6 maps (Gate Delta, Epsilon, Zeta, Eta, Theta and Iota): 20 by 11 cells, corridors 720 units wide, a start room at the west edge, six loot rooms and the boss room at the east edge, each with one door. Walls stop ships and shots. Fog: the flight view draws walls and aliens only in the rooms and corridors you have explored and within 2,400 units of a ship of your party; your party's pilots are never hidden. The minimap keeps drawing only the explored rooms.
- The aliens. Four kinds sleep in the corridors: Gate Goombah, Gate Pirate, Gate Crystalys and Gate Crystalys Twin, 235 for a party of 5 (195), the same at every stage, at most 10 alive for each pilot and 70 in all. A pack wakes when you come within 6 cells, and a pack you wake hunts you through up to 16 cells of corridor. About a tenth of the packs (7 of 71 for a party of 5) already stand in the corridors when the run begins, idle, and go for a pilot who comes within 4 cells. Stage 2 aliens have 1.5 times the hull, shield and damage of stage 1, stage 3 2 times. The Crystalys and the Twins take back 0.01 % of the damage their volleys do.
- Every alien stands inside the maze. A pack comes on the map in its cell, its members round the middle of the cell, never behind a wall: that holds for the packs of the plan, a loot zone's wave of 12 Goombahs and a Crystalys, the Goombahs of the Warlord's Swarm assist and the packs that stand in the corridors from the first tick. (In 0.5.0 a wave or a Swarm assist could put a Goombah on the far side of the outer wall, where no pilot could hurt it, and a wave counts as cleared only when every alien of it is dead.)
- The boss room is locked. It is shut from the summon, and the Warlord inside cannot be hurt (a lock on it is refused with "The target cannot be hurt right now."). It opens when every Gate Crystalys and Gate Crystalys Twin of the run is dead, 45 of the 235 for a party of 5; the window's objective line says "Destroy the guards to unlock the boss room (N left)". Once open it stays open. The Warlord is shown when you come to its room. It never leaves its room, the door shut or open: a pilot in the corridor can draw it only to the room's edge, and through an open door it still fires at whatever its laser reaches.
- Loot zones. Each maze has 6, one in each loot room. Stand in one for 2 seconds and a wave of 12 Gate Goombahs and a Gate Crystalys (10 and 1) comes for it. Hold the ring: it takes 30 seconds with one pilot in it and runs 1.5 / 2 / 2.5 / 3 times as fast with 2 / 3 / 4 / 5 or more pilots in it, so it takes 10 seconds with five; the hold stops while 3 or more aliens stand in the ring. Then the group has 45 seconds to vote for one of three cards. A card is Thulium (2,000 / 3,000 / 5,000), Velkonite Reinforced Plates, Velkonite or Orvium ore, Ultra Core, Experimental Fusion Core, Dark Matter or a Dark Matter Plate, and now and then (1 % of the cards, stage 3 only) a piece of gear: Starfire-III, Helios Beam, Engine III, Adaptive Core III, Heavy Shield Core, Momentum Thruster IV, Impulse Thruster IV, Hull Plating II or III, Damage Amp IV, Crit Amp IV, Penetration Amp IV, Capacity Shield Cell IV or Absorption Shield Cell IV. The Orvium Reinforced Plates are no card any more: they come with the pay (below).
- Boosters (stages 2 and 3). After the 2nd, 4th and 6th wave of the zones is cleared a window opens for 30 seconds and every pilot chooses Damage, HP or Speed: +1.5 % a pick at stage 2 and +3 % at stage 3, at most 4.5 % and 9 % of one kind. Damage is your lasers' (rockets do not use it) and HP is the ship's maximum hull. A pilot who does not answer gets HP. Leaving the gate, or being destroyed in it, takes your boosters off your ship, and they come back when you fly back into the same gate; they end for good when the gate is cleared or ends, and nothing is saved. Stage 1 has none.
- The Warlord. A Crystalys three times the size, with 10,000,000 hull and 8,000,000 shield at stage 1 for a party of 5 (15 and 12 million at stage 2, 25 and 20 million at stage 3), tougher with every pilot in the party. Its laser hits for a whole number between 12,500 and 15,000 at stage 1, 15,000 and 17,500 at stage 2 and 20,000 and 25,000 at stage 3, a new number every volley. It uses one ability at a time, at random, each with a cooldown of 2 minutes (3 for the Swarm assist). Seven abilities:
- Lifesteal aura and Shield absorption: as in 0.5.0.
- Meteor drop: the meteors land with an explosion and a damage number, and the warning rings appear at once.
- Rocket barrage: it now fires only at pilots the Warlord has a clear line to, and a red mark follows the pilot a rocket is after (an EMP Charge or a cloak still shakes the rockets off).
- Focus Most Wanted (it was Focus on healers): for 20 seconds the pilot who has dealt the most damage to the Warlord wears a gold bracket that everyone sees, and the Warlord fires an extra bolt at him every second for 1.5 times a volley. Before anyone has dealt damage it is not used.
- Swarm assist: the Warlord calls 12 / 18 / 24 Goombahs (stage 1 / 2 / 3, for a party of 5, more for a larger party). Until they are dead, or 60 seconds, it cannot be hurt and does not shoot.
- Zone of Chaos: a violet ring of radius 900 round the place where the Warlord stands when it casts it (the ring stays there), a 2-second warning, then 15 seconds in which pilots inside it cannot fire (lasers, rockets, Venom and Focus Fire). Pilots outside can fire into it, healing, cloaking and moving still work, and the Warlord's aliens fire as usual. A pilot who tries hears "You can't attack inside the Zone of Chaos."
- Time. A gate fails and pays nothing after 95 / 130 / 165 minutes from its start (80 / 110 / 150), or when nobody has been inside for 3 minutes. After the Warlord falls the gate stays open for 2 more minutes. A pilot who left or was destroyed can fly back in 3 times, 20 seconds apart. Calculated, not played: a whole run for a party of 5 should take about 41 / 66 / 74 minutes.
| Stage | Pilot level | Price | Aliens, hull / shield / damage | Warlord, hull + shield for 5 | Time limit | A run for 5 (calculated) |
|---|---|---|---|---|---|---|
| 1 | 6 | 500,000 Credits | x1 | 10 M + 8 M | 95 min | about 41 min |
| 2 | 7 | 1,000,000 Credits | x1.5 | 15 M + 12 M | 130 min | about 66 min |
| 3 | 8 | 2,000,000 Credits | x2 | 25 M + 20 M | 165 min | about 74 min |
- Getting to the gate.
- The clan portal. From the summon until the gate ends, a Clan Gate portal stands on each company's home map (M-1, T-1 and G-1). Only your clan sees it. Fly up to it and jump as at any other portal (the J key, a 3-second charge) and you enter the gate by the same rules as Enter: a ship in flight, out of combat, at the stage's level, in a group with at least 4 clan members.
- The call card. While your clan's gate waits for pilots, the clan's pilots who are flying elsewhere get a card at the top of the screen with Join (the Gates tab's Enter) and Not now, and a sound. A pilot whose group mate has already gone in is told so: the card comes back, even after Not now, and says his group is waiting for him. The pilot who opened the gate is not called (unless a group mate of his has gone in), a docked pilot is not told, a pilot below the stage's level is not called, and no pilot is called for the first time in the last 20 seconds of the wait. A clan is called for at most six gates a day. The card does not form the group: it says what is missing. Settings > General > Groups > Clan gate alerts turns it off.
- The Clan dungeon window. The gate's bar (the stage, the clocks, the objective, your party's hull bars, the zone hold bar, Leave) and the Warlord's ability banner are one window now: drag it by its title bar, close it with its red light, open it again with the new Clan dungeon button of the toolbar (it is there while you are in a gate). It opens by itself once for each gate you enter; one you shut stays shut for the rest of that run. While it is shut and the Warlord's ability works, a one-line strip shows it and a click on the strip opens the window.
Pay
| Stage | Honor | Experience | Credits | Thulium | x4 ammo | Orvium Reinforced Plates | Clan bank, first clear |
|---|---|---|---|---|---|---|---|
| 1 | 25,000 | 600,000 | 5,000,000 | 4,000 | 4,000 | 5 | 10,000,000 |
| 2 | 50,000 | 1,500,000 | 10,000,000 | 9,000 | 9,000 | 10 | 20,000,000 |
| 3 | 100,000 | 2,400,000 | 17,500,000 | 15,000 | 15,000 | 15 | 30,000,000 |
- Unchanged from 0.5.0: the Warlord's fall pays, not the aliens; a stage pays a pilot once per UTC day and a pilot is paid for 10 stage clears a week at most; a clan opens at most 3 gates a day; a clear without a share in the fight (2 % of the Warlord's hull and shield, or 10 of the gate's aliens, or 50,000 healed during the fight, and 2 minutes inside) pays nothing and the result screen says why; no world multiplier; the experience counts for PvE ranking points; the clan bank gets its Credits the first time the clan clears a stage in a season.
- New: the plates come with the pay, 5 / 10 / 15 for every paid pilot, in place of the plate card of the vote. A gear card gives every paid pilot of the party a piece forged for him (his own roll of the Assembly's odds), not one copy to one pilot; a pilot who is not paid gets no card either. The gear cards are 14 pieces (four in 0.5.0) and stage 3 only: stages 1 and 2, which could offer gear in 0.5.0, offer none now. The result screen names the tier a piece was forged to (for example Godly Starfire-III).
- What a day and a week can bring a pilot: every stage once in a day pays 175,000 Honor, 4,500,000 experience, 32,500,000 Credits, 28,000 Thulium, 28,000 x4 ammo and 30 plates; the best week (seven stage 3 and three stage 2 clears) pays 850,000 Honor, 21,300,000 experience, 152,500,000 Credits, 132,000 Thulium, 132,000 x4 ammo and 135 plates.
Beta and Gamma from day 1
- What each world has, by season day. Alpha: days 1 to 3 the Peace Protocol (nobody can attack a pilot), the swarms, the Danger Sectors' asteroids and PvP from day 4, the giant excavators from day 11. Beta and Gamma: the swarms, the excavators, the Danger Sectors' asteroids and PvP from day 1. The Dormant Swamp, the Dormant Swarm's move to it and Tech Surge's other changes begin on day 11 in every world; on that day Beta and Gamma are told only that the swamp stirs (their excavators already stand), Alpha is told the whole of event 2.
- A server that starts in the middle of a season (a deploy on day 2 or 3) builds all of it at the first tick, with no wipe: the swarms, the standing excavators and the asteroid fields of Beta and Gamma are there within seconds, Alpha's wait for their days.
- The next wipe starts Beta and Gamma on day 1 with new swarms, the excavators standing and the fields full.
- Where pilots may fight is as before: Beta everywhere but its base sectors
x-1, Gamma everywhere outside safe zones, Alpha inx-4and the Danger Sectors. What changes is the day. - Warning: the Danger Sectors' rocks are the richest in the game. A Motherlode pays 348,900 to 581,400 Credits and 165 to 381 Thulium at the base rate, twice that in Beta and three times in Gamma; the Rich Lodes, Prism Clusters, Ancient Husks and Star Crystals around it are the next best. They are on from the first day in Beta and Gamma, in the sectors where pilots fight, and the missions that ask for them (levels 7 and 8) open with them. Watch Credits and Thulium of Beta and Gamma in the first days after the wipe.
- What protects a pilot who arrives there after the wipe. A pilot lands at the gate of the home sector
x-1of his company at about (1000 ± 200, 1000 ± 200), inside the station's safe zone (radius 1,600 round (1500, 1500)), where nothing can be hurt; Beta forbids PvP in everyx-1, so the base sector is free of it for the whole season; in Gamma PvP is allowed everywhere outside the safe zones, so a pilot who leaves the ring can be shot from the first day. A ship that has just respawned after a destruction is calm for 3 seconds (it cannot be hurt or fire). Nothing else protects a pilot in Gamma, and none of this is new. - The Peace Protocol of Alpha is unchanged, and a 0.5.0 game cannot show the other worlds' days (see above).
- For the game (needs the new game for the display only):
GET /api/wipe/timelinekeepspvpEnabled(Alpha's, for 0.5.0 games) and addspvpFromDay {Alpha, Beta, Gamma}; the Dashboard, the Season page and the Gates strip read the pilot's own world's day, and the season bar has no red mark where there is no Peace Protocol.
The ranking of this season
- It counts from the wipe of 6 November (server). That wipe (00:05 UTC) started season 2, and the Hall of Fame, the ladders, the ranks and the crown went on showing the points of the whole career, because the setting that makes a season's ranking start from zero said season 3. It says season 2 now. When the new server starts it counts every pilot's PvE and PvP points again from the figures it took at that wipe, and clears the rank each pilot was told and the pay that repeated PvP kills had given up. It does this once; a second start changes nothing, and the points you earn after the first start are never cleared.
- What does not move: Credits, Thulium, items, level, experience, honor, the totals of your kills, the all-time board (lifetime PvE points) and the final ranking of the season that ended, which is still in the season history. The update pays nothing and takes nothing back.
- From now on the points start from zero at every wipe, as the Rankings explanation in the Help card says (13 languages); the wiki pages Ranks, Seasons and Rewards and Wipe Timeline say the same.
The Skylab at a wipe
- What is fitted stays (server). At a wipe, the engines in the Engine Module and the lasers in the Defense Module stay fitted where they are, in the same module and slot, with the thrusters and amps fitted into them. They take no place in the Transport Cache and no weight of its cargo.
- What goes as before: the Trophies Bay's loot (it is emptied), and a piece you have taken out of its module, which is a loose item like any other.
- In the game (new game): the Help card's "What survives the wipe" and the Cache page's keep line say so, and the Cache page's summary of what is kept counts the fitted items. For administrators:
GET /api/admin/wipe/previewhasitems.skylabFitted.
Missions from an earlier wipe
- A mission pays the higher of the world it was done in and the world you fly in when you hand it in (server). The wipe let you choose your world again but left your missions alone, so a mission you had finished and not handed in, or one you had begun, was still paid the world of the season before: 1x for everyone who played Alpha and now flies Beta or Gamma. Now the hand-in pays the higher of the two: the credits, Thulium, experience and honor are 2x in Beta and 3x in Gamma (the items and the booster time are the same in every world), a mission you did in a higher world than the one you fly in keeps the higher multiplier, and a mission you began in a higher world and finish in a lower one counts as done in the lower one.
- Nothing is changed in your account. The rule is read at the hand-in: the update pays nothing by itself and no pilot has to hand a mission in before it. You can hold a hand-in until the update is live. A hand-in made before it is paid as it is today.
- Inside one season nothing moves: a pilot cannot change his world between two wipes (an administrator can place him), so a mission begun and handed in in the same season pays the world it was done in, as before.
- The Admin page shows the world a waiting hand-in pays now (
worldofGET /api/admin/players/<id>/quests).
Boss Crystalys
- Twice as tough (server). The leader of the Crystalys swarm in
DS-1toDS-3has twice the hull, twice the shield and twice the volley; its guards, its pay and its box are as they were.
| Boss Crystalys | Alpha | Beta | Gamma |
|---|---|---|---|
| Hull | 896,000 | 1,344,000 | 1,792,000 |
| Shield | 560,000 | 840,000 | 1,120,000 |
| Laser, a volley a second | 10,000 | 15,000 | 20,000 |
- A larger group. Calculated, in Alpha: six level 8 pilots in Paragons with x2 ammo can bring it down if its fire is spread over them, nine if it is all on one pilot; with x4 ammo five and six. A pilot alone is destroyed.
- PvE points. A kill is worth 30 (21). The server counts every pilot's points again when it starts, so the Boss Crystalys you killed before count 30 each; nobody loses points.
The Tesseract
- 100 Facets, 20 at a time (server). While the Tesseract is hit, 20 more Facets come every 5 seconds, up to 100 (10 and 50). A Facet flies at speed 750 in every world (450). A Facet has the same hull, shield and volley as before (20,000 hull, 16,000 shield, 556 a volley in Alpha), pays nothing and adds no PvE points.
- A skirmish, not a chase. The Facets no longer hunt the pilot with the most damage. Each flies short legs of its own to random places in a ring of 1,800 units round the Tesseract and fires at the nearest pilot who has hit the Tesseract that is within its range. A pilot who has not hit it is never their target, and a pilot who keeps beyond the ring and the range of a Facet's laser is not shot at. When nobody is left in their reach they leave 25 seconds after the last hit.
- Plates for everyone the kill pays. The three plates (Reinforced Hull Plate 1 to 2, Velkonite Reinforced Plate 3 to 6, Orvium Reinforced Plate 1 to 2, with the same chances, about half of the 0.5.0 amounts) are no longer in the top dealer's box. Every pilot the kill pays gets a private box of them that only he can see and take, for 10 minutes, rolled for his share of the damage as a Clan Warden's loot is; in a group each pilot gets his part of the group's share. The top dealer's box keeps the Power Cores, Ancient Control Units and, now and then, Dark Matter.
Laser ammo crafts
- No Power Core and no Ship Fragment (server). The three crafts that asked for them now ask for Cataclysite and Quorvium, the two commons the aliens drop, and a little more Thulium. A batch is still 1,000 units made in the Assembly; the ammo you hold and the research you made stay as they are. Per 1,000:
| Ammo | 0.5.0 | 0.5.1 |
|---|---|---|
| Ultra Core | 1,000 Cataclysite, 1,000 Ship Fragment, 100 Power Core, 4 Velkonite Reinforced Plate, 500 Thulium, 360 Credits | 1,200 Cataclysite, 900 Quorvium, 4 Velkonite Reinforced Plate, 568 Thulium, 360 Credits |
| Experimental Fusion Core | 1,000 Cataclysite, 1,000 Ship Fragment, 100 Power Core, 1,000 Quorvium, 8 Velkonite Reinforced Plate, 1 Orvium Reinforced Plate, 1,050 Thulium, 9,138 Credits | 1,400 Cataclysite, 1,050 Quorvium, 8 Velkonite Reinforced Plate, 1 Orvium Reinforced Plate, 1,176 Thulium, 9,138 Credits |
| Dark Matter Ammo I | 2,000 Cataclysite, 2,000 Ship Fragment, 1 Dark Matter, 800 Thulium, 4,913 Credits | 1,200 Cataclysite, 900 Quorvium, 1 Dark Matter, 868 Thulium, 4,913 Credits |
- What did not move. The model keeps what a unit is worth (200, 440 and 245 Credits), so no price in the Market, at Davidski or at the Auction changes. The Skylab Ammo Printer, the other four ammo crafts and every research are as they were.
Excavator Mining
- The buff is the excavator's (server). The pilot who presses Start mining with the Pilot research Excavator Mining gives the giant excavator his share, +20 / 30 / 40 % in all, and the excavator keeps it from run to run until it rests (the buff goes when the rest after an overheat or a destruction is over, or when an administrator resets the excavator). Every box it lays holds that much more, Thulium and ore alike, whoever pressed Start, fuelled it, switched the resource or picks the boxes up. Before, the share was the run's and the next Start replaced it, so a researcher who only fuelled, or who started after a pilot with no research, saw the base amount.
- Who changes it. A later Start by a pilot with a higher level raises the buff and he becomes its giver. A Start with the same or a lower level, with no research, or by an administrator never lowers it. A run that ends when the fuel runs out keeps the buff. An excavator that is running when the server updates goes on, and the share of the pilot who started it becomes its buff.
- The sheet (new game) shows the buff, the pilot who gave it and whose run it is in every state, and tells a pilot with the research whether his Start would give or raise it; the start message names the share the excavator carries.
Item stacks
- Why you saw the same item many times. When you put loot in the Transport Cache, every trip left one more stack of the same item, and the wipe turned each cached stack into a loose one beside your own. The Auction sells whole lots out of one stack, so a stack of 34 Daraxium or 2 Nyxite (lots of 100) could never be listed and the stacks could not be combined.
- What 0.5.1 does (server): the first start of the server joins the stacks of every pilot: for each item the oldest stack gets the units of the others, and the Auction tag keeps counting the units that could be listed (a stack of 100 listable units and 50 Shop units is 150 units with 100 listable). The wipe now does the same for every pilot after the cache is reset, so it cannot happen again. Your units, your cache, your Skylab's fittings and what is on your ships do not change; an item with another enchant is never joined with a plain one.
- What stays: the units that do not fill a lot (for instance the last 34 of a lot of 100) still cannot be listed, but once for each item instead of once for each stack.
The Magic Hammer
- No limit of one in 60 days (server). A Hammer can be given again at once; a pilot still holds at most 5. A bonus code line can give up to 5 Hammers (1 before). Nothing gives Hammers out by itself: an administrator or a bonus code does, and a Hammer is still never in a container.
The Steam link
- "Link Steam Account" works again (server). In 0.5.0 it always ended with "Steam did not accept the ticket". Valve refuses a check code of 32 or more characters, and the server's was 32; it is 30 now (found on a real Steam client, which accepted 30 and 31 and refused 32 and more). The released game needs no update. Not yet tried: a complete link on the live server with the new code.
Windows on a software renderer
- No crash at the start (new game). A Windows PC that draws with Microsoft's software renderer (WARP) could close the game a few seconds after the start, before the first picture, because of a fault inside a Windows component. It was seen on GitHub's Windows test machines (virtual machines with no graphics card); Windows Sandbox and a Windows without a graphics driver use the same renderer but were not tried. The game now notices a processor-only Direct3D 12 adapter and does its culling on the processor, with no compute shaders. On those machines the 0.5.0 game started 0 to 2 times of 8; the login screen now started 8 of 8 times, headless and in a window. A PC with a working graphics driver does not pick the software renderer.
For administrators and the server
- The first start of 0.5.1 does four things, in this order, and writes each in the log: the data step
fresh-season-v1(once; the ranking of the running season starts from zero, see "The ranking of this season"), the recount of every pilot's PvE and PvP points from the baselines of the 6 November wipe, the data stepstack-merge-v1(once; it joins the stacks the Transport Cache split, one log line for each pilot changed and one summary line that ends0 pilots refused; every pilot in a transaction of his own, units and Auction labels checked before and after, a pilot whose totals would change is rolled back and the step runs again at the next start), and, in a season that is on day 1 to 3, the swarms, the standing excavators and the Danger Sector rocks of Beta and Gamma at the first tick. Nothing is written for the missions' world rule or the Skylab's fitted items: both are read at the moment they matter (a hand-in, a wipe). DEPLOY.md, "First start of 0.5.1", lists the log lines to look for.FRESH_SEASON_V1_DRY_RUN=1andSTACK_MERGE_V1_DRY_RUN=1on a copy of the volume run the data step, roll it back, log what it would do and exit. - Worlds' days:
GET /api/wipe/timelinekeepspvpEnabled(Alpha's, so that a 0.5.0 game keeps working) and addspvpFromDay {Alpha, Beta, Gamma}.POST /api/admin/asteroids/gate {world, enabled, payPercent, supplyPercent}turns a world's rocks off or lowers their pay at once, with no restart. - Missions:
GET /api/admin/players/<id>/questsshows the world a waiting hand-in pays now (world). - Item stacks:
POST /api/admin/players/<id>/inventory/mergejoins one pilot's split stacks at once (audited, answers what it merged; the first start and every wipe do it for all pilots). DEPLOY.md, "Item stacks merged (0.5.1)", lists the log lines. - Unlock:
POST /api/admin/dungeons/runs/<runId>/unlock {note}opens the boss room of an active run whatever is left to kill, for a run that cannot be finished. It writes adungeon-unlockrecord, and a second call changes nothing. A force-clear of a run whose boss room is still shut pays like any clear and its record says so. - Counters:
GET /api/admin/counters?prefix=dungeongainsdungeon_boost_window,dungeon_boost_picked,dungeon_ability_hit,dungeon_door_opened{door=start|boss},dungeon_call_sent,dungeon_call_joinedanddungeon_call_skipped. DEPLOY.md, "Clan dungeons 0.5.1", says what healthy looks like. - The Dungeons tab of the admin page shows, for each run, whether its boss room is locked and how many guards are left, how many of the pilots the start room waits for are inside, and the boosters picked; it has an Unlock boss room button (a note is asked for) and its force-clear sheet lists the Orvium plates and the gear pieces (the tier of a piece is rolled when it is paid).
- Client feature
gates-2: the routes that summon, enter and use the portal answer 426 to a game that does not announce it. - Hammer codes: the Codes tab shows no "once in 60 days" hint and a line may give up to 5 Hammers; the administrator's
forceflag stays for a file that asks for a window. - Excavator: the administrator's reset takes the buff with it.
- Release job: it can hold before the deploy until it is told to go, so that the server and the game flip together; its test limit is 240 minutes, and the dungeon model's check (
docs/design/dungeons-model.py --check) is a step of its checks.SPACECORPS_DRAW_PATH=cpu|indirect|multi|countforces the game's draw path for diagnosis.
Updating
- From a recent version: the game downloads a patch by itself when the job made one for your version. Click Restart to Update, or quit the game, and it installs. If a patch cannot be used the game downloads the whole package. A Linux AppImage game gets a patch from a newer version than the other packages.
- From an older version: the game downloads the whole package. If you installed the game with Hangar, Hangar updates it.
- From 0.2.0: download it once from the download page and replace the old app or folder.
- What the update does to your account: it pays, moves and removes no Credits, Thulium or items (the one change to what you hold is that the stacks of one item that the Transport Cache split are joined; every unit stays).
Platforms
| Package | For |
|---|---|
SpaceCorps2027-macos-universal.dmg |
macOS 12 Monterey or later, Apple silicon and Intel |
SpaceCorps2027-windows-x86_64.zip |
Windows 10 and 11, 64-bit |
SpaceCorps2027-linux-x86_64.AppImage |
Linux x86_64, glibc 2.35 or newer (Ubuntu 22.04, Debian 12, Fedora 36 and later), Vulkan |
SpaceCorps2027-linux-x86_64.tar.gz |
the same Linux build, as a folder to unpack |
Graphics need Metal (macOS), DirectX 12 or Vulkan (Windows), or Vulkan (Linux, Mesa 22 or a vendor driver). The game needs 4 GB of RAM at the least and 8 GB is recommended. It needs 400 MB of free disk space. On computers with 8 GB, Medium or Low uses noticeably less memory than High.
First launch
The builds are not signed by Apple or Microsoft yet, so on a first install your system asks once before it opens the game. Updates the game installs itself don't ask again.
- macOS: open the dmg and drag SpaceCorps 2027 onto Applications.
- macOS 15 and newer: open the app once and click Done. Then go to System Settings › Privacy & Security and click Open Anyway next to "SpaceCorps 2027 was blocked".
- macOS 12 to 14: right-click (Control-click) the app, choose Open, then Open again.
- Windows: right-click the zip, choose Extract All, and start
spacecorps2027.exefrom theSpaceCorps 2027folder: the whole game is in that one file. If SmartScreen says it "protected your PC", click More info, then Run anyway. - Linux: run
chmod +x SpaceCorps2027-linux-x86_64.AppImage, then start it. Or unpack the tar.gz and startSpaceCorps2027/spacecorps2027.
Known limits
- The Danger Sectors' rocks from day 1 in Beta and Gamma were not watched in play. What a day of them pays the pilots of those worlds was worked out from the base rates (the Motherlode above), not seen. The first days after the wipe tell. An administrator can turn a world's asteroids off or lower their pay with
POST /api/admin/asteroids/gate {world, enabled, payPercent, supplyPercent}without a restart. - The reworked Gates are first values. The time limits, the number of aliens, the boosters and the Warlord's strength come from a model on the eight real layouts. Nobody has played the reworked Gates: the run lengths above (about 41 / 66 / 74 minutes for a party of 5) are the model's, at the pace of a party that waits for the packs to come; a party that flies to meet the packs is calculated to finish in about 20 / 39 / 48 minutes. The limits are about twice the model's figure. The numbers are in one file, so they can be tuned without a new game.
- The HUD counts the guards that keep the boss room shut ("N left") but does not show where they stand. A pack that nobody can reach can keep the room shut until an administrator unlocks it or the time limit ends the run.
- The fog is the game's picture. The server still sends the whole maze's aliens to the game; hiding them on the server is left for later.
- The call card is the first cut: see "Not in 0.5.1".
- How the game runs with 100 Facets in view was not measured on a weak computer. The server's cost of them was measured on a test build.
- The Windows guard was tried on the login screen of test machines, not in a flight, and not on a player's own virtual machine.
- The Steam link has not been tried end to end on the live server since the fix.
- A PvE points recount runs at the server's start; it is read from the code and was not run on a copy of the live data. The same goes for the data step that starts this season's ranking from zero: it was proven on a scratch server (a real wipe into season 2 with nothing reset, then the new server, started twice), not on a copy of the live data. A pilot who has made no kill since the 6 November wipe reads 0 ranking points until his next kill, even if he has gained experience from missions.
- The item stack merge was proven on a scratch server (a scripted pilot on a 0.5.0 server filled the Transport Cache and went through a real wipe, then the new server started on that database, twice), not on a copy of the live data, and its time for every pilot of the live game was not measured; it runs before the server takes a player. The only record of which stack became which is the start log (one line for each pilot changed): the old row numbers are gone once it has run.
- Mission Control's cards show a mission's reward at the base rate; the hand-in pays the multiple of the world (the new rule does not change what the cards show).
- The first phase of the season keeps its name, "No PvP", on days 1 to 3 in Beta and Gamma too, where PvP is on; its text says so.
- Some things start on day 11 or day 4 in every world, though the swarms of Beta and Gamma are there from day 1: the Dormant Swamp and the rest of Tech Surge (day 11), and the two Swarm Break lines of a clan's daily list, which ask for swarm bosses (day 4). Only the swarms, the giant excavators, the Danger Sector rocks and PvP start earlier in Beta and Gamma, and the Clan Gates open on day 1 in every world.
- The other limits of 0.5.0 still stand, and the builds are unsigned (see above). There is one public game server with limited capacity; it may restart for updates, and your ship is saved when it does.
Not in 0.5.1
- ARM builds (Linux ARM64 and Windows on ARM) are not in this release. They are being worked on, with 0.5.2 as the plan.
- The call card has no silent update of its count, no reminder 90 seconds after a group mate went in, no chat line for pilots who are docked and no "join the group of the pilot who opened the gate" button. A pilot who is docked is told nothing.
- Hiding the unexplored maze on the server (the fog is the game's picture only).
- A hint where the last guards stand while the boss room is shut.
- The Skylab page does not refresh a flying pilot's new hull and absorption values (a 0.5.0 follow-up).
- The admin pages stay English only.
Verify your download
SHA256SUMS lists every package's SHA-256 and is signed with the SpaceCorps release key
(SHA256SUMS.minisig, minisign). With both files next to
the package:
minisign -Vm SHA256SUMS -P RWRhY8TTCr07i1iOS7MT45OHD3LFJJnWXWCF19fy7hjV1RD8cwWlVKF1
shasum -a 256 -c SHA256SUMS --ignore-missing # Linux: sha256sum -c SHA256SUMS --ignore-missingChecksums
| Package | SHA-256 |
|---|---|
SpaceCorps2027-macos-universal.dmg |
c505d857eb26696de7a76da39c7da2ca63440547484421e330b8a6506697aef2 |
SpaceCorps2027-windows-x86_64.zip |
b2292af75aa4fe5469e258e1c4d5c250feb503bbf8bbbc866b3151dd0588548f |
SpaceCorps2027-linux-x86_64.AppImage |
a30e5f43a6e2349ce82123fead4ee91b40c1d32d2e8d1190624078d314cf4e4f |
SpaceCorps2027-linux-x86_64.tar.gz |
319adbdc24970734a55628179285f4004c786e4aa117010a5065b268ae5ce7f5 |