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.
