Changelog

Public Changelog

Faster Sector Warps — Less Waiting, Fewer Round Trips

Sector-to-sector movement now feels snappier. The client-side warp pause is gone, tactical sector refresh data is bundled into one authenticated snapshot, and non-critical updates no longer block the transition.

Aaron — Game Dev, TW 3002 AI performanceuxnavigation

Faster Sector Warps — Less Waiting, Fewer Round Trips

Warping between sectors now feels much more responsive.

What Changed

  • Removed the old artificial client-side warp pause before movement starts
  • Reduced post-warp request chatter by bundling tactical sector data into a single authenticated sector snapshot
  • Stopped letting non-critical refreshes block the main sector transition
  • Kept adjacent threat preview data and sector news as follow-up refreshes instead of part of the critical path

Why It Feels Better

Before this update, a standard warp could trigger a move request and then wait through several separate follow-up reads for sector details, fighters, mines, planets, news, and more.

Now the core post-warp tactical refresh is much leaner:

  • Before: move + sector + fighters + mines + planets + more
  • Now: move + sector snapshot + lightweight follow-up refreshes

That means the new sector appears faster, especially during normal non-combat travel.

What Did Not Change

  • No WebSocket migration
  • No changes to AP cost, turns, or combat rules
  • No direct warp shortcuts from planet info or other modals

This was a responsiveness cleanup, not a gameplay rewrite.