Public Changelog
Piracy & the Pirate Dreadnought
IGB banking drops to 0.25%, ports remember what you've stolen, and outlaws get an endgame hull: the Pirate Dreadnought.
This release is all for the outlaws. Three changes land together: a cheaper Intergalactic Bank, a sharper anti-theft memory at every port, and a hull worth going pirate for.
Intergalactic Bank: 0.25% at deposit, 0.25% per week parked
The old flat 2.5%-of-balance weekly burn is gone. Two lighter fees replace it:
- Deposits cost 0.25% of the amount you add, netted off the top and burned as an economy sink. Deposit 1,000 credits, the bank receives 998. Deposits under 400 credits are free, and withdrawals stay free.
- Parked balances decay 0.25% per 7 days instead of 2.5%. Every deposit re-arms the 7-day timer, so captains who churn credits through the bank never really pay the idle fee β while long-term parkers pay a tenth of the old rate. The StarDock bank card now shows your next recurrence time.
Banked credits remain safe from death loot, still count toward net worth, and the Citadel Sector Bank cap stays at 5,000,000 β banks are still not raidable.
Ports remember what you stole
Stealing got a memory. You can now steal each asset type once per port β credits, ore, organics, equipment, melange. Robbing credits and stealing goods draw from the same memory: rob a portβs credits, and a second credits grab there will bust you, while a first-time ore steal at that same port is still fair game.
- First steal of an asset type at a port behaves exactly as before, inside the safe-steal limit.
- A second steal of the same asset type at the same port is a guaranteed bust β no dice roll, even at a safe-limit quantity. Bust costs are unchanged: 10% XP loss, half your stolen hold lost, +20 alignment, full heat.
- The memory clears when your heat at that port decays fully to zero (about 2.4 hours after a safe steal, around 20 hours after a bust). Lay low and the port opens back up.
The Market now flags assets youβve already taken at that port, so the warning is visible before you roll. And selling goods to a port no longer lets you steal them straight back β the repeat-asset rule closes that loop.
The Pirate Dreadnought
Outlaws finally get their own endgame hull. The Pirate Dreadnought is available in both galaxies as a refit (there is no fresh-purchase path) at any StarDock for 250,000 credits, gated at alignment β1,500 or below β alignment itself is the gate, no commissioning authority required.
| Stat | Pirate Dreadnought | Guild Navigator |
|---|---|---|
| Cargo holds | 145 | 150 |
| Hull | 140 | 150 |
| Fighter capacity | 2,000 | 50,000 |
| Shields | 350 | 2,000 |
| Combat bonus | +3 | +3 |
| Dodge | 8% | 8% |
It out-carries, out-shields, and out-fighters every regular hull in both galaxies while staying clearly below the Guild Navigator on every axis. Note the tradeoff: turns are low (80), so the dreadnought is a warship, not an explorer.
Everything is server-authoritative and behaves identically in The Void and The Abyss. Fly carefully β bounty hunters are watching.
