<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Corps on Big Bang Smugglers</title><link>https://bigbangsmugglers.com/tags/corps/</link><description>Recent content in Corps on Big Bang Smugglers</description><generator>Hugo</generator><language>en-us</language><copyright>© 2024–2026 Protovision Games. All rights reserved.</copyright><lastBuildDate>Thu, 08 Oct 2026 13:00:00 +0000</lastBuildDate><atom:link href="https://bigbangsmugglers.com/tags/corps/index.xml" rel="self" type="application/rss+xml"/><item><title>Corporations &amp; Fleets</title><link>https://bigbangsmugglers.com/guide/corporations-fleets/</link><pubDate>Tue, 04 Aug 2026 00:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/guide/corporations-fleets/</guid><description>&lt;h2 id="founding"&gt;Founding&lt;/h2&gt;
&lt;table&gt;
 &lt;thead&gt;
 &lt;tr&gt;
 &lt;th&gt;&lt;/th&gt;
 &lt;th&gt;&lt;/th&gt;
 &lt;/tr&gt;
 &lt;/thead&gt;
 &lt;tbody&gt;
 &lt;tr&gt;
 &lt;td&gt;Level gate&lt;/td&gt;
 &lt;td&gt;Early ladder — your first sessions&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Cost&lt;/td&gt;
 &lt;td&gt;&lt;strong&gt;50,000 cr&lt;/strong&gt; — wallet first, then bank&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Name&lt;/td&gt;
 &lt;td&gt;3–50 characters, unique in the galaxy&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Member cap&lt;/td&gt;
 &lt;td&gt;&lt;code&gt;max(10, seasonPlayerCap ÷ 5)&lt;/code&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;Corp founding is one of only two things in the game the bank can pay for —
the other is ship repair.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Join policy&lt;/strong&gt; is set at creation and changeable by the leader:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;code&gt;open&lt;/code&gt; — anyone joins instantly&lt;/li&gt;
&lt;li&gt;&lt;code&gt;request&lt;/code&gt; — applications go to a queue leaders and officers approve&lt;/li&gt;
&lt;li&gt;&lt;code&gt;invite&lt;/code&gt; — invitation only&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="roles"&gt;Roles&lt;/h2&gt;
&lt;p&gt;Three roles, and the ladder is deliberately blunt.&lt;/p&gt;</description></item><item><title>v2.8.0 — Ports &amp; Planets Pay</title><link>https://bigbangsmugglers.com/releases/2026-10-08-v2-8-0/</link><pubDate>Thu, 08 Oct 2026 13:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-10-08-v2-8-0/</guid><description>&lt;p&gt;&lt;em&gt;The second wave of the economy changes. Ports are worth holding, planets show what they earn, and the outlaw life gets a way back. Update the Android app from Google Play to get the new screens.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id="ports"&gt;Ports&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Held ports pay.&lt;/strong&gt; A port your corp holds now earns a protection levy every 4 hours, and its upkeep is lower, so a held port makes money even when nobody trades there.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;You can take a port solo.&lt;/strong&gt; Neutral garrisons regrow 10% per cycle instead of resetting fully every 4 hours, so a lone captain can wear one down over a day. A one-member corp can hold one port.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Sieges pay properly.&lt;/strong&gt; Winning a siege pays in proportion to the port&amp;rsquo;s size, and razing pays more. A razed port can&amp;rsquo;t be razed again for 7 days.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Fortify your ports.&lt;/strong&gt; Holders can buy extra garrison fighters.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Lawful stakes.&lt;/strong&gt; Lawful captains can buy a stake in a port (5% of its stock value) and earn a share of its levy, with up to 4 stakeholders per port. Pirates who capture or raze the port wipe the stakes out.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Port P&amp;amp;L.&lt;/strong&gt; The port screen shows the holder&amp;rsquo;s levy, upkeep, tax income and net per day.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="planets"&gt;Planets&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Export pays on what you store.&lt;/strong&gt; The export dividend rises from 30 to 45 per unit, but only on output that lands in storage. A full warehouse stops paying, so haul it, sell it, or expand.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Trading posts sell to the port in their own sector&lt;/strong&gt; at that port&amp;rsquo;s live price. Half the till banks itself every cycle.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Citadels&lt;/strong&gt; now add 15% production per level, up from 10%.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Barracks make torpedoes.&lt;/strong&gt; Load them, and spare garrison fighters, onto your landed ship.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Payback on every button:&lt;/strong&gt; each build shows what it adds per day and how long it takes to pay for itself.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="outlaws--bounties"&gt;Outlaws &amp;amp; bounties&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Heat cools off.&lt;/strong&gt; Faction heat now halves every 3 days with no new offence. Warrants shrink with it and lapse at zero. A faction only shoots on sight while your heat is above 2.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Deep-Federation runs pay more:&lt;/strong&gt; contraband sold deep in Federation space now earns up to 2× the outer-rim rate, with the matching risk.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="mines"&gt;Mines&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Mines bite.&lt;/strong&gt; A big minefield now triggers up to 10 mines per entry instead of 3. Starter ships get a one-time survival floor.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Recover your own mines,&lt;/strong&gt; and Patrol-line hulls (T3+) can sweep hostile fields with torpedoes.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="ships--prices"&gt;Ships &amp;amp; prices&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Upgrades are cheaper:&lt;/strong&gt; maxing out a starter ship costs about 81k instead of 119k.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Neutral hulls cost 10% less&lt;/strong&gt; than faction hulls.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Provisions get pricier as you buy:&lt;/strong&gt; up to 20 per refill cycle, with each one costing more than the last, as a luxury on top of your turn bank.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Missions:&lt;/strong&gt; 6 rotating missions a day, with credit rewards that scale with your level.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="while-you-were-gone"&gt;While you were gone&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;The away summary now shows turns banked, planet income, a full-storage warning, port levy and stake dividends, alerts, heat cooling and expiring missions.&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>v2.6.0 — Bounties, corps and favorites</title><link>https://bigbangsmugglers.com/releases/2026-10-06-v2-6-0/</link><pubDate>Tue, 06 Oct 2026 19:30:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-10-06-v2-6-0/</guid><description>&lt;p&gt;&lt;em&gt;Seven fixes from your Discord reports, plus one new feature.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id="bounties--immunity"&gt;Bounties &amp;amp; immunity&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Settle a warrant even if the capital won&amp;rsquo;t dock you.&lt;/strong&gt; Captains on the wrong side of a faction could never reach its bounty registry, so the bounty, and that faction attacking on sight, never went away. You can now always come in to settle that faction&amp;rsquo;s warrant. Every other service still refuses you.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Paying off a bounty clears your record.&lt;/strong&gt; Your next offence starts a fresh bounty instead of jumping straight back to the full amount.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;The bounty board says where to pay:&lt;/strong&gt; the Federation Stardock or the Pirate Haven, not a &amp;ldquo;contract office&amp;rdquo;.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Void a defense contract any time.&lt;/strong&gt; Immunity also stops &lt;em&gt;you&lt;/em&gt; from attacking or laying mines, so you can now end it early from Nav or the defense contract screen. There&amp;rsquo;s no refund.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Your immunity shows on Nav,&lt;/strong&gt; with the time it ends, and it survives an app restart.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="corporations"&gt;Corporations&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Leaders and officers can withdraw from corp planet storage,&lt;/strong&gt; whatever the member policy says.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;The corp policy panel has every switch:&lt;/strong&gt; corp bank, planet deposit, planet withdraw and planet building. Officers can use it too.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Any corp member can staff a corp planet&amp;rsquo;s garrison&lt;/strong&gt; with Security Personnel. Taking fighters back out needs rank or the building permission.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="combat--planets"&gt;Combat &amp;amp; planets&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Landing protects you, not your attacks.&lt;/strong&gt; Attacking, sieging, planting limpets or deploying ordnance while landed now launches you first. Laying mines from your planet&amp;rsquo;s garrison still works while landed.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Nav shows when you&amp;rsquo;re landed,&lt;/strong&gt; with a Launch button.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;An escape reads as an escape.&lt;/strong&gt; &amp;ldquo;You lost to…&amp;rdquo; and &amp;ldquo;you fought them off&amp;rdquo; were wrong for a fight where the defender slipped away.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="navigation"&gt;Navigation&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Tag your favorite sectors.&lt;/strong&gt; Give a starred sector a tag like &amp;ldquo;fuel stop&amp;rdquo; or &amp;ldquo;hideout&amp;rdquo;, then filter your Favorites and the Explored Sectors browser by tag.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Thanks to Lucifer, Ddg67FC1 and Jrodius for the reports.&lt;/p&gt;</description></item><item><title>v2.5.1 — Comms fixes</title><link>https://bigbangsmugglers.com/releases/2026-10-01-v2-5-1/</link><pubDate>Thu, 01 Oct 2026 15:10:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-10-01-v2-5-1/</guid><description>&lt;p&gt;&lt;em&gt;Comms fixes from launch night.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id="comms"&gt;Comms&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Composers stay above the keyboard on Android.&lt;/strong&gt; In Hails and Corp chat the message box was covered once the keyboard opened. Both now rise with it.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;The Hail search box is usable.&lt;/strong&gt; It was small and sat under the keyboard. It now opens at the top of the screen with a full-size input.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Channel chips no longer wrap.&lt;/strong&gt; At larger text sizes &amp;ldquo;Leaderboards&amp;rdquo; broke onto a second line. The row now scrolls sideways when it needs to.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Unread counts clear when you read.&lt;/strong&gt; Corp chat could keep a count of 1 after you&amp;rsquo;d read everything. Reading now clears it and it stays clear.&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>v2.5.0 — Comms</title><link>https://bigbangsmugglers.com/releases/2026-10-01-v2-5-0/</link><pubDate>Thu, 01 Oct 2026 01:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-10-01-v2-5-0/</guid><description>&lt;p&gt;&lt;em&gt;The Feed tab is now Comms, and captains can finally talk.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id="comms"&gt;Comms&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;One tab for every conversation.&lt;/strong&gt; Feed is now Comms, with channels inside it: Galaxy, Corp, Hails, and Leaderboards. Unread counts sit on each channel and a dot on the tab. They&amp;rsquo;re stored on the server, so they survive a reinstall and agree across devices.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Your dispatches live in Galaxy.&lt;/strong&gt; Customs seizures, attacks on you, bounties, limpets, and robberies now sit in the Galaxy timeline with a dot until you&amp;rsquo;ve seen them. World events never badge.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Missions moved to the Ship tab&lt;/strong&gt;, leftmost. Past Seasons is now a season selector on Leaderboards.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="galaxy-posts"&gt;Galaxy posts&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Posting to the galaxy is free.&lt;/strong&gt; The paid announcement is gone. Anyone at level 5 can post up to 280 characters straight from the Galaxy channel.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Mentions.&lt;/strong&gt; Write &lt;code&gt;@captain&lt;/code&gt; or &lt;code&gt;@corp&lt;/code&gt; and the name lights up. Whoever you named gets an &amp;ldquo;@ you&amp;rdquo; chip and a badge until they open Comms. A corp mention reaches every member. Up to five names per post.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="hails"&gt;Hails&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Direct chat between captains.&lt;/strong&gt; Open Hails, tap Hail, find a captain by name, and talk. Text only, one thread per pair per season, level 5 to start a thread, nothing to reply.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Block.&lt;/strong&gt; From any thread header. That captain&amp;rsquo;s hails and galaxy posts stop reaching you, in both directions. They&amp;rsquo;re not told.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="corporation-chat"&gt;Corporation chat&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;A real channel.&lt;/strong&gt; Pinned to the newest message, pull up for older history, the notice pinned at the top with an edit for officers, a green dot on crewmates who are online, and &amp;ldquo;N of M online&amp;rdquo; in the header. Joins, leaves, and discharges show inline.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Messages land instantly&lt;/strong&gt; instead of a couple of seconds later.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="fair-play"&gt;Fair play&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;One spam gate for every chat surface:&lt;/strong&gt; 3 messages per 10 seconds and 30 per 10 minutes, counted across corp chat, galaxy posts, and hails together. Go over and the game tells you how many seconds to wait. Links are blocked everywhere.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Reports and moderation.&lt;/strong&gt; Report any post with the flag, or any hail or corp message with a long press. Three reports hide a message automatically. Moderators can hide, restore, and silence a captain on every surface for an hour, a day, a week, or the season. Reading is never silenced.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="under-the-hood"&gt;Under the hood&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Old feed rows now age out after 30 days, except critical, season, and operator posts, and pinned items.&lt;/li&gt;
&lt;li&gt;Deleted or hidden messages vanish from connected clients immediately.&lt;/li&gt;
&lt;li&gt;The app opens one live connection instead of five.&lt;/li&gt;
&lt;li&gt;Console access is now role-based, and captain and corp names are screened on the way in, not just on rename.&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>v2.4.0 — Fixes From the Discord</title><link>https://bigbangsmugglers.com/releases/2026-09-30-v2-4-0/</link><pubDate>Wed, 30 Sep 2026 14:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-09-30-v2-4-0/</guid><description>&lt;p&gt;&lt;em&gt;Every fix in this release started as a player report. Thanks to SauceLord Dulak and the plague for the clear write-ups.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id="smuggling"&gt;Smuggling&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Hidden compartments now protect your sales.&lt;/strong&gt; Ships with hidden compartments used to hide cargo only from patrol scans; the risk of getting caught at a street sale was the same as any other hull. That risk is now cut by the compartment percentage. On The Phantom Manifest it drops 60%, so a Fed core sale goes from 22% to about 9%. The sell screen shows your real number.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="boosters"&gt;Boosters&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;XP and Credit boosters now work.&lt;/strong&gt; They only ever counted on mission rewards. XP boosters now apply to every source of experience. Credit boosters add 25% on top of your profit from trade and smuggling sales, and on loot, bounties, landmark caches, and mission, goal and streak rewards. They don&amp;rsquo;t apply to credits taken from other players.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="planets"&gt;Planets&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Withdrawals use your real cargo capacity.&lt;/strong&gt; Cargo compressors and hull cargo bonuses now count when pulling goods from planet storage, and the withdraw screen has a Max button.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="corporations"&gt;Corporations&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Accepting an invite actually joins you.&lt;/strong&gt; Invites now work on every corporation, not just invite-only ones. Inviting a captain who has already asked to join approves them on the spot, and your membership shows immediately without signing out.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Declined requests say so.&lt;/strong&gt; If a leader turns down your request, the corp list shows Declined instead of a permanent Pending, and Check Status no longer quietly files a new request.&lt;/li&gt;
&lt;li&gt;Leaders now see new join requests as they arrive.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="interface"&gt;Interface&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Long profiles can be closed again.&lt;/strong&gt; Captain profiles opened from the leaderboard grew taller than the screen as honors piled up, and on web the Close button was unreachable. Every pop-up is now capped to the screen, scrolls inside, and keeps Close in view. Tapping outside or pressing back closes the ones that allow it.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="website"&gt;Website&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Live season standings.&lt;/strong&gt; bigbangsmugglers.com now shows the current season&amp;rsquo;s status and standings, refreshed every four hours.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="under-the-hood"&gt;Under the hood&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Cargo volume rules now come from the server in one place.&lt;/li&gt;
&lt;li&gt;Housekeeping on the agent tooling in the repo.&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>v2.0.9 — Retinues and Trader Encounters</title><link>https://bigbangsmugglers.com/releases/2026-08-04-v2-0-9/</link><pubDate>Tue, 04 Aug 2026 12:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-08-04-v2-0-9/</guid><description>&lt;p&gt;Changelog for v2.0.9.&lt;/p&gt;
&lt;h2 id="tavern-retinues"&gt;Tavern retinues&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Taverns at stardocks and pirate havens hire retinues on contract. Three tiers, each raising your combat power against NPCs.&lt;/li&gt;
&lt;li&gt;Wages are drawn from your wallet every cycle. Miss a payment or lose a fight and the retinue deserts. Contracts run 48 hours maximum.&lt;/li&gt;
&lt;li&gt;Federation Auxiliary and Cutthroat Company are available at opposite ends of the standing range.&lt;/li&gt;
&lt;li&gt;Retinues apply against NPCs only. Player-versus-player combat and planet sieges are unaffected.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="npc-trader-encounters"&gt;NPC trader encounters&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Merchant ships encountered in space can be traded with: three deals each, priced against the live market anchors.&lt;/li&gt;
&lt;li&gt;Traders deeper toward the rim may carry contraband, available above level 3.&lt;/li&gt;
&lt;li&gt;Traders can also be robbed. Yield chance is derived from the same combat model as a real fight; resistance means a real fight.&lt;/li&gt;
&lt;li&gt;Robbery costs alignment and guild standing, raises pirate standing, and in lawful space accumulates Federation heat until patrols engage on sight.&lt;/li&gt;
&lt;li&gt;Two named merchant princes added to the galaxy roster.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="planetary-minelaying"&gt;Planetary minelaying&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Planet owners with barracks can convert garrison fighters into mines in the planet&amp;rsquo;s own sector.&lt;/li&gt;
&lt;li&gt;The mines are ordinary mines: they trigger on entry, decay, spare corp-mates, and can be destroyed.&lt;/li&gt;
&lt;li&gt;Conversion is one-way, and the fighters spent are no longer available for siege defense.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="corp-banners"&gt;Corp banners&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Corporations can carry a Federation, Independent or Pirate banner, with membership tolerance, leader-set changes, and port-holding restricted by faction.&lt;/li&gt;
&lt;li&gt;Disabled this season; enables at a season boundary.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="fixes"&gt;Fixes&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;The Tesseract drive required level 100 while the season maximum is 50, making it unobtainable. It now requires level 40, matching its progression gate.&lt;/li&gt;
&lt;li&gt;Internal: migration ordering guard.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Android: version 2.0.9 is live on Google Play. Web players are already on it.&lt;/p&gt;</description></item><item><title>v1.19.0 — Fleets, Garages, and Ship Destruction</title><link>https://bigbangsmugglers.com/releases/2026-06-17-v1-19-0-fleets-garages-ship-destruction/</link><pubDate>Wed, 17 Jun 2026 12:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-06-17-v1-19-0-fleets-garages-ship-destruction/</guid><description>&lt;p&gt;v1.19.0 is a major systems release focused on making ship ownership, corporation coordination, and combat consequences much deeper.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;h2 id="ship-destruction-and-escape-pod-recovery"&gt;Ship Destruction and Escape-Pod Recovery&lt;/h2&gt;
&lt;p&gt;Ships can now be destroyed instead of lingering in a repairable zero-state, and depleted defenses warn you before you cross that line.&lt;/p&gt;</description></item><item><title>v1.10.0 — QoL and Bounty Follow-Up</title><link>https://bigbangsmugglers.com/releases/2026-03-23-v1-10-0-qol-and-bounty-followup/</link><pubDate>Mon, 23 Mar 2026 07:30:00 -0400</pubDate><guid>https://bigbangsmugglers.com/releases/2026-03-23-v1-10-0-qol-and-bounty-followup/</guid><description>&lt;p&gt;v1.10.0 is a quality-of-life and progression update that builds on the recent corporation, bounty, and faction systems.&lt;/p&gt;
&lt;p&gt;This release improves visibility, tracking, and pricing behavior across several major systems and closes out a few long-running follow-up items.&lt;/p&gt;
&lt;h2 id="tappable-corp-cards-on-leaderboards"&gt;Tappable Corp Cards on Leaderboards&lt;/h2&gt;
&lt;p&gt;Corporation cards on the leaderboard are now interactive, making it easier to inspect corporation information from the leaderboard flow instead of treating it as static display data.&lt;/p&gt;
&lt;h2 id="player-platform-tracking-and-version-gating"&gt;Player Platform Tracking and Version Gating&lt;/h2&gt;
&lt;p&gt;The game now tracks player platform details and supports stronger version-aware behavior.&lt;/p&gt;</description></item><item><title>v1.9.5 — NPC &amp; Bounty Stability Update</title><link>https://bigbangsmugglers.com/releases/2026-03-22-v1-9-5-npc-bounty-stability/</link><pubDate>Sun, 22 Mar 2026 19:25:00 -0400</pubDate><guid>https://bigbangsmugglers.com/releases/2026-03-22-v1-9-5-npc-bounty-stability/</guid><description>&lt;p&gt;v1.9.5 is a stabilization update for the new NPC engagement and faction bounty systems, plus a long-overdue wiring fix for stations.&lt;/p&gt;
&lt;p&gt;This release focuses on making the systems introduced in the recent major updates work reliably in live gameplay.&lt;/p&gt;
&lt;h2 id="npc-combat-button-fixes"&gt;NPC Combat Button Fixes&lt;/h2&gt;
&lt;p&gt;Several attack buttons in the new NPC interaction flows were sending the wrong parameters to combat initiation.&lt;/p&gt;
&lt;p&gt;This prevented combat from resolving correctly from multiple modal paths. The wiring is now corrected across the affected NPC interaction screens.&lt;/p&gt;</description></item><item><title>v1.7.0 — Corps Tab Rebuild</title><link>https://bigbangsmugglers.com/releases/2026-03-15-v1-7-0-corps-tab-rebuild/</link><pubDate>Sun, 15 Mar 2026 19:05:00 -0400</pubDate><guid>https://bigbangsmugglers.com/releases/2026-03-15-v1-7-0-corps-tab-rebuild/</guid><description>&lt;p&gt;v1.7.0 is a bigger corporation update that rolls the recent corps fixes into a cleaner, more integrated interface.&lt;/p&gt;
&lt;p&gt;The Corps tab has been rebuilt from the old sub-tab layout into a card-based screen that stays in theme with the rest of the app and puts the most important actions directly in front of you.&lt;/p&gt;
&lt;h2 id="corps-tab-rebuild"&gt;Corps Tab Rebuild&lt;/h2&gt;
&lt;p&gt;The old My Corp / Browse / Create sub-tabs are gone.&lt;/p&gt;
&lt;p&gt;If you are not in a corporation, the Corps tab now shows:&lt;/p&gt;</description></item><item><title>v1.6.2 — Corp Actions and Browse Fixes</title><link>https://bigbangsmugglers.com/releases/2026-03-15-v1-6-2-corp-actions-fix/</link><pubDate>Sun, 15 Mar 2026 11:45:00 -0400</pubDate><guid>https://bigbangsmugglers.com/releases/2026-03-15-v1-6-2-corp-actions-fix/</guid><description>&lt;p&gt;v1.6.2 is a corporation hotfix.&lt;/p&gt;
&lt;p&gt;It fixes two separate issues in the corporation screens: actions that could report false errors even when they succeeded, and a Corp Browse query that could silently return an empty list.&lt;/p&gt;
&lt;h2 id="corp-actions-fix"&gt;Corp Actions Fix&lt;/h2&gt;
&lt;p&gt;Several corporation flows were checking the wrong response fields in the app. The backend action could succeed, but the UI would still show an error message.&lt;/p&gt;
&lt;p&gt;This update fixes false error states for:&lt;/p&gt;</description></item><item><title>v1.6.1 — Corp Layout Fix</title><link>https://bigbangsmugglers.com/releases/2026-03-14-v1-6-1-corp-layout-fix/</link><pubDate>Sat, 14 Mar 2026 21:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-03-14-v1-6-1-corp-layout-fix/</guid><description>&lt;p&gt;v1.6.1 is a quick fix for the corporation screens.&lt;/p&gt;
&lt;p&gt;The alignment filter buttons on the Corp Browse tab and the alignment selector on the Corp Create tab were overflowing their cards on smaller screens. They now wrap to the next line cleanly.&lt;/p&gt;</description></item><item><title>v1.6.0 — Corporation Overhaul</title><link>https://bigbangsmugglers.com/releases/2026-03-14-v1-6-0-corporation-overhaul/</link><pubDate>Sat, 14 Mar 2026 20:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-03-14-v1-6-0-corporation-overhaul/</guid><description>&lt;p&gt;v1.6.0 is a major overhaul of the corporation system, fixing several long-standing bugs and adding new mechanics for how corps are managed and joined.&lt;/p&gt;
&lt;h2 id="bug-fixes"&gt;Bug Fixes&lt;/h2&gt;
&lt;p&gt;Corporation names were not appearing on planet info screens or public player profiles due to a data path mismatch. Corp leader status was also not being recognized correctly when managing corp-owned planets, meaning leaders couldn&amp;rsquo;t perform certain management actions. Both issues are fixed.&lt;/p&gt;
&lt;h2 id="real-time-corporation-sync"&gt;Real-Time Corporation Sync&lt;/h2&gt;
&lt;p&gt;Corporation data now updates in real-time across all screens via a live Firestore listener. Previously, corp membership and role information could be stale until you refreshed. Now your corp status, member list, and recent activity sync instantly without needing to reload.&lt;/p&gt;</description></item><item><title>Multiplayer Systems Audit</title><link>https://bigbangsmugglers.com/releases/2026-02-06-multiplayer-systems-audit/</link><pubDate>Fri, 06 Feb 2026 12:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-02-06-multiplayer-systems-audit/</guid><description>&lt;p&gt;This is part 2 of the February 6th audit. While one track covered missions and performance, we ran a parallel deep dive into everything multiplayer: PvP, leaderboards, NPCs, and social systems.&lt;/p&gt;
&lt;p&gt;The headline: a lot of it was scaffolding.&lt;/p&gt;
&lt;h2 id="pvp-disabled-and-orphaned"&gt;PvP: Disabled and Orphaned&lt;/h2&gt;
&lt;p&gt;The PvP combat system had been disabled — the Cloud Functions removed — but the UI was still there. Players could see combat controls. Nothing behind them worked. Combat notifications? Missing. Attacked players weren&amp;rsquo;t notified. The player detection system existed but its only consumer was the disabled combat code.&lt;/p&gt;</description></item></channel></rss>