v1.19.0 — Fleets, Garages, and Ship Destruction
v1.19.0 is a major systems release focused on making ship ownership, corporation coordination, and combat consequences much deeper.
This update adds ship destruction with escape-pod recovery, multi-ship ownership with garage and Starbase storage, corporation fleets and shared fleet rewards, private corporation chat, Tesseract Drive travel, stronger planet export income, and a long set of combat and interface fixes.
Ship Destruction and Escape-Pod Recovery
Ships can now be destroyed instead of lingering in a repairable zero-state, and depleted defenses warn you before you cross that line.
If your ship is lost, the new escape-pod flow takes over and guides recovery back to a working ship instead of leaving combat outcomes ambiguous.
Garages, Starbases, and Multi-Ship Ownership
You can now keep multiple ships, switch between them, and manage storage through garages and Starbase systems rather than treating every ship purchase like a hard replacement.
Personal and corporation Starbases also expand long-term ship and item storage, making progression feel more cumulative.
Corporation Fleets and Shared Combat Rewards
Corporations can now form fleets, enter fleet combat, and route shared rewards through the corp bank and corp Starbase systems.
That gives groups a real cooperative combat loop instead of relying only on loosely coordinated solo attacks.
Faster Travel, Better Coordination, and Stronger Planet Value
Private corporation chat is now in place for coordination, and Tesseract Drive adds instant uninterruptible travel to visited sectors.
Planet systems also get a stronger export-income model, helping developed worlds deliver more reliable long-term value.
Combat, Navigation, and Economy Fixes
This release also fixes a wide range of smaller problems: beacon visibility, stale active-ship state after ship changes, corporation settings saves, leaderboard layout and titles, production payout accuracy, and several combat edge cases around fighters, pirate-port attacks, warp interruptions, and deployables.
That leaves both the combat loop and the surrounding UI more consistent than the previous release line.