v1.2.3 — Bug Fixes
Version 1.2.3 is a follow-up to v1.2.1, which introduced several regressions that made it into the Play Store before they were caught. This release finishes what 1.2.1 started.
Combat Power
Your combat power was always displaying as 50 during NPC encounters regardless of your actual fighters, shields, and torpedoes. The screen data endpoint that powers the navigation screen was returning a stripped-down ship object that omitted combat stats entirely. It now returns the full stat set, so your displayed combat power reflects your actual ship.
Ship Stats and Starport
Fighters, shields, and torpedoes were displaying incorrect max values in the starport. The formula was adding base stats, purchased upgrades, and remaining upgrade slots together instead of simply showing current versus what you can reach. Repair percentages had the same problem. Both are corrected.
Starport repair was also failing entirely with an internal error. The repair call was missing the starport ID that the backend requires to verify you are actually docked somewhere with a shipyard.
Planet Production
Planet production was never automatically becoming ready. Two bugs were responsible: newly claimed planets were locked for 24 hours before the first collection window, and the scheduled production tick was silently failing to find any galaxies because it was using a database query that required an index that did not exist. New planets now start with production available immediately, and the scheduler runs correctly going forward.
Ship Class Stats
Following the ship class rebalancing in v1.2.0, the backend ship class definitions were not updated to match the new values. The repair tool in the admin dashboard would sync ships to the wrong stats. The backend now matches the tuned values used in the ship store.