Public Changelog
Bug Fixes: Warp Limits, Fighter Recall & Cargo Safety
Three player-reported fixes shipped — warp now respects turns, fighter recall respects Fighter Bay limits, and port buys can no longer overflow your cargo hold.
What changed
Bug fixes
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Manual warp now respects both turns and Action Points — You can no longer keep single-step warping after your turns hit zero just because you still have AP left. Warp buttons now use the same rules everywhere, and the AP counter updates immediately after warp attempts.
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Fighter counts no longer duplicate for multi-ship captains — Deployed fighter stacks were being double-counted in some sector views when a player had multiple ships in the same galaxy. Sector fighter totals and hostile fighter displays now reflect the real stack size.
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Fighter recall now respects your Fighter Bay capacity — Recalling fighters can no longer overfill your ship past its bay limit. If your bay is nearly full, “Recall All” only pulls back what fits.
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Port buys can no longer overflow your cargo hold — Buying from a port now enforces cargo space correctly in both the Quick Trade panel and the backend API. Full holds stay full.
UI polish
- Warp and recall controls now disable cleanly when the action can’t be completed.
- Quick Trade no longer offers a fake 1-unit buy when you have zero cargo space left.
What this means for play
- Your movement budget is now honest — no more creeping past zero turns with manual warp.
- Fighter deployments are easier to trust — counts, recalls, and bay limits all behave consistently.
- Fat-finger buys at full cargo are no longer possible, and API clients can’t bypass the limit either.
