<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Planets on Big Bang Smugglers</title><link>https://bigbangsmugglers.com/tags/planets/</link><description>Recent content in Planets on Big Bang Smugglers</description><generator>Hugo</generator><language>en-us</language><copyright>© 2024–2026 Protovision Games. All rights reserved.</copyright><lastBuildDate>Wed, 30 Sep 2026 14:00:00 +0000</lastBuildDate><atom:link href="https://bigbangsmugglers.com/tags/planets/index.xml" rel="self" type="application/rss+xml"/><item><title>Planets</title><link>https://bigbangsmugglers.com/guide/planets/</link><pubDate>Tue, 04 Aug 2026 00:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/guide/planets/</guid><description>&lt;p&gt;Planets are the late-game economy: a slow, compounding, defensible income
that runs whether or not you&amp;rsquo;re logged in — and a fixed target other captains
can find.&lt;/p&gt;
&lt;h2 id="claiming"&gt;Claiming&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;A mid-early ladder gate — roughly a fifth of the way up&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Cost&lt;/td&gt;
 &lt;td&gt;&lt;strong&gt;150,000 cr&lt;/strong&gt;, wallet only&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Turns&lt;/td&gt;
 &lt;td&gt;1&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Requirements&lt;/td&gt;
 &lt;td&gt;Be in the sector, planet unowned&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Truce after claim&lt;/td&gt;
 &lt;td&gt;12 hours&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;&lt;strong&gt;Alignment gates by territory:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;In &lt;strong&gt;Federation territory&lt;/strong&gt; you need alignment &lt;strong&gt;≥ +100&lt;/strong&gt;.&lt;/li&gt;
&lt;li&gt;In &lt;strong&gt;pirate territory&lt;/strong&gt; you need alignment &lt;strong&gt;≤ −100&lt;/strong&gt;.&lt;/li&gt;
&lt;li&gt;Unincorporated space has no alignment gate.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Claiming in aligned territory pays &lt;strong&gt;±250 alignment&lt;/strong&gt; — the single largest
alignment swing available from one action.&lt;/p&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>v2.3.0 — You Asked, We Built It</title><link>https://bigbangsmugglers.com/releases/2026-09-22-v2-3-0/</link><pubDate>Tue, 22 Sep 2026 20:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-09-22-v2-3-0/</guid><description>&lt;p&gt;&lt;em&gt;Most of this release came straight from the Discord. Thank you to everyone who reported, tested and argued about it.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id="planets"&gt;Planets&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Auto-collect.&lt;/strong&gt; Each production cycle&amp;rsquo;s output now goes straight into your planet&amp;rsquo;s storage, up to its cap. No more flying around every cycle to press Collect. If a planet&amp;rsquo;s storage fills up, the planet screen and your &amp;ldquo;while you were away&amp;rdquo; summary tell you so.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Planet XP.&lt;/strong&gt; Building structures now earns experience. The amount scales with the structure and the level you reach: a level-1 warehouse pays 60 XP, and a level-5 citadel pays 900. Colonizing pays 1 XP per worker.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Fixed:&lt;/strong&gt; missions that asked you to upgrade a planet could never complete.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Fixed:&lt;/strong&gt; leaving a season now releases your planets for others to claim.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Fixed:&lt;/strong&gt; collecting right after a cycle boundary could skip a cycle&amp;rsquo;s production.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="mines"&gt;Mines&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Each captain can now deploy up to &lt;strong&gt;500 mines&lt;/strong&gt; across the galaxy, up from 50.&lt;/li&gt;
&lt;li&gt;Sectors where you own a planet allow 50 extra.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="smuggling-rebalance"&gt;Smuggling rebalance&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Market-priced contraband.&lt;/strong&gt; Black Market prices now follow the local market instead of a flat rate. Selling back to the same fence earns a modest, safe profit. The big money is still in lawful space, at real risk.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;100 per purchase.&lt;/strong&gt; You can buy up to 100 units of any contraband type in one purchase.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Hidden compartments stay hidden.&lt;/strong&gt; When a patrol catches you over your hidden allowance, it now takes only the overflow. The fine is based on what that cargo cost you.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;NPC traders&lt;/strong&gt; now charge more than a Black Market for contraband, never less.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="alignment"&gt;Alignment&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Jettison workers is live.&lt;/strong&gt; Dump mining workers from your hold for −10 alignment each. It&amp;rsquo;s the fast road toward the pirate side.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="combat"&gt;Combat&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Defenders loot.&lt;/strong&gt; Beat someone who attacked you and you take a cut of their wallet. Banked credits stay safe.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Bounties pay both ways.&lt;/strong&gt; If a wanted captain attacks you and loses, you collect their bounty.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;No self-sieges.&lt;/strong&gt; Corps can&amp;rsquo;t siege their own ports.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;No sieges under immunity.&lt;/strong&gt; Captains under immunity can&amp;rsquo;t siege ports or plant limpets.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Cloaks break when you act.&lt;/strong&gt; Sieges, raids, Black Market deals, banking and ship purchases now drop your cloak.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Fixed:&lt;/strong&gt; equipped hull plating was increasing hull damage instead of reducing it.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Fixed:&lt;/strong&gt; mines could hit your replacement ship right after a fatal ambush.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="navigation"&gt;Navigation&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Warps charge their full cost up front.&lt;/strong&gt; If you&amp;rsquo;re stopped partway, the turns for the hops you didn&amp;rsquo;t fly come back.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Fixed:&lt;/strong&gt; warp interrupts with no contact.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Fixed:&lt;/strong&gt; arriving hidden after a wormhole jump while landed on a planet.&lt;/li&gt;
&lt;li&gt;Warp exploration now counts toward missions and goals.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="fixes-you-reported"&gt;Fixes you reported&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Corp bank.&lt;/strong&gt; Deposits and withdrawals now show up instantly for the whole crew.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Tavern intel.&lt;/strong&gt; Results no longer run off the screen.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Buying a ship.&lt;/strong&gt; Hulls with bonus cargo space no longer destroy cargo that would have fit.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Prices you&amp;rsquo;re shown now match what you&amp;rsquo;re charged&lt;/strong&gt;, including StarNav and drive faction discounts, trade fees, and the port price board.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Screens now show real numbers.&lt;/strong&gt; Wormhole destinations are real, ambush recaps no longer invent &amp;ldquo;50% even odds&amp;rdquo;, and planet production rates are correct.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Corps.&lt;/strong&gt; Rosters update live, and you no longer appear offline while connected.&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;&lt;strong&gt;Security hardening&lt;/strong&gt; around docking and port services.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Console improvements:&lt;/strong&gt; bulk bans, and version updates from the Broadcast desk.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Cleanup:&lt;/strong&gt; idle, never-played seats now free themselves.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Many smaller consistency and race-condition fixes.&lt;/strong&gt;&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>v2.0.8 — Standing Restored</title><link>https://bigbangsmugglers.com/releases/2026-08-04-v2-0-8-standing-restored/</link><pubDate>Tue, 04 Aug 2026 00:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-08-04-v2-0-8-standing-restored/</guid><description>&lt;p&gt;Changelog for v2.0.8.&lt;/p&gt;
&lt;h2 id="standing"&gt;Standing&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Clean customs scans now award standing, with an on-screen confirmation.&lt;/li&gt;
&lt;li&gt;Daily, seasonal and ad-hoc missions carry standing rewards (lawful positive, underworld negative).&lt;/li&gt;
&lt;li&gt;Surviving a pirate ambush awards defensive standing.&lt;/li&gt;
&lt;li&gt;Warp arrivals surface patrol inspections; previously the contact expired unused.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="world-tick"&gt;World tick&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;The four-hour cycle ran twice per boundary. Port upkeep, delinquency accrual and market restock were applied twice each cycle; now applied once. The backup trigger remains in place.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="trading-and-ships"&gt;Trading and ships&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Cargo could not be sold while carrying contraband of the same commodity.&lt;/li&gt;
&lt;li&gt;Ship capacity upgrades (holds, shields, fighters, torpedoes) were unreachable from the starport.&lt;/li&gt;
&lt;li&gt;Hull repair was unavailable when shields were full; repair results now report actual restoration.&lt;/li&gt;
&lt;li&gt;Ship rename reported failure on success.&lt;/li&gt;
&lt;li&gt;Restock, rename and upgrade prices now come from the server catalog.&lt;/li&gt;
&lt;li&gt;Repairs no longer refill fighters and torpedoes; munitions come from restock.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="planets-and-stations"&gt;Planets and stations&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Planet ownership checks failed for all owners; owner-only features were unreachable.&lt;/li&gt;
&lt;li&gt;Garrison staffing, starbase construction and trading posts were not connected to the current backend.&lt;/li&gt;
&lt;li&gt;Trading post income was accruing with no way to collect it.&lt;/li&gt;
&lt;li&gt;Planet rename and corp-internal deed transfer added.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="combat"&gt;Combat&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Defense contracts no longer permit attacking while protected.&lt;/li&gt;
&lt;li&gt;A lost fleet strike no longer overwrites a purchased contract.&lt;/li&gt;
&lt;li&gt;Fleet kills apply the same alignment, statistics and immunity consequences as solo kills.&lt;/li&gt;
&lt;li&gt;Respawn protection applies after every death.&lt;/li&gt;
&lt;li&gt;Named NPCs retain damage between engagements and regenerate over time.&lt;/li&gt;
&lt;li&gt;Losing an engagement no longer awards experience.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="progression"&gt;Progression&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Player level is derived from the season curve at every write path.&lt;/li&gt;
&lt;li&gt;Mission completions count toward the missions leaderboard.&lt;/li&gt;
&lt;li&gt;Event progress accrues without opening the Events screen.&lt;/li&gt;
&lt;li&gt;Maximum-tier scanners reported empty sectors.&lt;/li&gt;
&lt;li&gt;Starting sector is marked visited on join.&lt;/li&gt;
&lt;li&gt;Provisions charge only for turns delivered; cloaks last a fixed duration.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="other"&gt;Other&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Economy pricing corrections.&lt;/li&gt;
&lt;li&gt;Security hardening across the API and live connections.&lt;/li&gt;
&lt;li&gt;Leaderboards no longer expose exact player balances.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Migrations: galaxy tick boundary claims, ban revocation notifications.&lt;/p&gt;</description></item><item><title>v2.0.0 — Big Bang Smugglers 2.0: A New Universe</title><link>https://bigbangsmugglers.com/releases/2026-07-31-v2-0-0-a-new-universe/</link><pubDate>Fri, 31 Jul 2026 00:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-07-31-v2-0-0-a-new-universe/</guid><description>&lt;p&gt;v2.0.0 is not an update — it&amp;rsquo;s a re-founding. The entire game has been rebuilt from the engine up, the universe starts fresh, and the game now lives at &lt;strong&gt;play.bigbangsmugglers.com&lt;/strong&gt;.&lt;/p&gt;
&lt;h2 id="a-fresh-universe"&gt;A Fresh Universe&lt;/h2&gt;
&lt;p&gt;Big Bang Smugglers 2.0 launches with a clean slate. Everyone — veterans and new captains alike — starts from zero: new accounts, new galaxies, no carried history. The years of v1 seasons are archived with honor, and the new record books open today. Sign up takes seconds with Google or email.&lt;/p&gt;</description></item><item><title>v1.22.0 — Planet Parking, Active Defenses, and Mission Alerts</title><link>https://bigbangsmugglers.com/releases/2026-07-01-v1-22-0-planet-parking-active-defenses-mission-alerts/</link><pubDate>Wed, 01 Jul 2026 00:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-07-01-v1-22-0-planet-parking-active-defenses-mission-alerts/</guid><description>&lt;p&gt;v1.22.0 makes your planets meaningfully harder to crack, adds a full in-app ship catalog, and pushes reminders before your missions expire.&lt;/p&gt;
&lt;p&gt;This release also closes several mine-behavior bugs and tightens up combat rules that were leaving gaps in what sector defenses actually covered.&lt;/p&gt;
&lt;h2 id="planet-parking-and-citadel-defense"&gt;Planet Parking and Citadel Defense&lt;/h2&gt;
&lt;p&gt;Ships can now land on planets you own. While landed, the full citadel defense stack — shields, garrison fighters, deployed mines — applies before an attacker can reach your hull. Your planet has to fall before your ship does.&lt;/p&gt;</description></item><item><title>v1.21.0 — Tactical Deployables, Defense, and Economy Fixes</title><link>https://bigbangsmugglers.com/releases/2026-06-19-v1-21-0-tactical-deployables-defense-economy/</link><pubDate>Fri, 19 Jun 2026 12:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-06-19-v1-21-0-tactical-deployables-defense-economy/</guid><description>&lt;p&gt;v1.21.0 expands tactical options, tightens several combat and defense rules, and removes some stale UI and backend paths that were getting in the way.&lt;/p&gt;
&lt;p&gt;This release improves how deployables work in the field, restores clearer upgrade access in port UI, rebalances planet economics, and fixes a cluster of state and defense bugs uncovered after the v1.19.0 and v1.20.0 releases.&lt;/p&gt;
&lt;h2 id="tactical-deployables-and-intel"&gt;Tactical Deployables and Intel&lt;/h2&gt;
&lt;p&gt;Limpet Trackers are now more usable as an actual intelligence tool instead of a one-off novelty.&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>v1.18.1 — Cinematic Transitions</title><link>https://bigbangsmugglers.com/releases/2026-06-13-v1-18-1-cinematic-transitions/</link><pubDate>Sat, 13 Jun 2026 16:55:57 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-06-13-v1-18-1-cinematic-transitions/</guid><description>&lt;p&gt;v1.18.1 finishes what v1.18.0 started: every placeholder in the cut-scene system is now replaced by a purpose-made image.&lt;/p&gt;
&lt;h2 id="cinematic-transitions--now-complete"&gt;Cinematic Transitions — Now Complete&lt;/h2&gt;
&lt;p&gt;19 custom scenes (1024×1536, navy/teal palette) are wired into every major moment in the game: docking at a starport, landing on a planet, entering any store, warping through a system, falling into a wormhole or black hole, winning or losing a fight, buying a new ship, accepting and completing missions, leveling up, joining a corp, and the season-end screen.&lt;/p&gt;</description></item><item><title>v1.18.0 — Planets 2.0</title><link>https://bigbangsmugglers.com/releases/2026-06-13-v1-18-0-planets-2/</link><pubDate>Sat, 13 Jun 2026 14:13:44 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-06-13-v1-18-0-planets-2/</guid><description>&lt;p&gt;v1.18.0 is the largest planet update in Big Bang Smugglers history, paired with cinematic travel moments, new combat systems, and improvements across trade, navigation, and corporation management.&lt;/p&gt;
&lt;h2 id="planets-20--claim-build-and-defend-your-worlds"&gt;Planets 2.0 — Claim, Build, and Defend Your Worlds&lt;/h2&gt;
&lt;p&gt;Planet development is fundamentally richer in v1.18.0.&lt;/p&gt;
&lt;p&gt;The planet economy is now config-driven with up to 2.5× production output, so a well-developed world produces far more than before.&lt;/p&gt;
&lt;p&gt;Planets can now be taken by force. The new siege combat module lets you assault rival planets and capture them for your own. On defense, build a Barracks to produce fighters and garrison your planet, then cap it with the Citadel — a high-tier capstone structure that boosts both production and defensive strength.&lt;/p&gt;</description></item><item><title>v1.17.2 — Season-End Stability</title><link>https://bigbangsmugglers.com/releases/2026-05-08-v1-17-2-season-end-stability/</link><pubDate>Fri, 08 May 2026 12:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-05-08-v1-17-2-season-end-stability/</guid><description>&lt;p&gt;v1.17.2 is a stability patch addressing two issues uncovered after the Red Dwarf beta season ended.&lt;/p&gt;
&lt;h2 id="blank-screen-on-season-end"&gt;Blank Screen on Season End&lt;/h2&gt;
&lt;p&gt;The app could briefly show a blank screen when launched after a season had closed, then loop back to the recap screen repeatedly. Both issues are resolved; the app now navigates correctly to the season recap on first open.&lt;/p&gt;
&lt;h2 id="post-season-world-cleanup"&gt;Post-Season World Cleanup&lt;/h2&gt;
&lt;p&gt;After a season ends, sectors, ports, planets, and player galaxy links are supposed to be cleared automatically. A missing function registration meant this cleanup job was never deployed and never ran, leaving old world data in place indefinitely. The registration has been corrected; ended seasons will now be fully cleaned up and archived as intended.&lt;/p&gt;</description></item><item><title>v1.5.3 — Inventory &amp; Ship Services Fix</title><link>https://bigbangsmugglers.com/releases/2026-03-13-v1-5-3-inventory-fix/</link><pubDate>Fri, 13 Mar 2026 21:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-03-13-v1-5-3-inventory-fix/</guid><description>&lt;p&gt;v1.5.3 is a hotfix for two broken screens introduced in v1.5.2.&lt;/p&gt;
&lt;h2 id="mining-workers-not-showing"&gt;Mining Workers Not Showing&lt;/h2&gt;
&lt;p&gt;Players with mining workers in their ship inventory were seeing &amp;ldquo;No Mining Workers in inventory&amp;rdquo; on the Planet screen despite having workers available. The fix restores the inventory data feed to the planet screen so worker counts display correctly and deployment works as expected.&lt;/p&gt;
&lt;h2 id="ship-services-broken"&gt;Ship Services Broken&lt;/h2&gt;
&lt;p&gt;The Ship Services screen at starports was completely unusable — tapping into it produced errors. This was caused by the same missing inventory data connection. Both screens are now fixed.&lt;/p&gt;</description></item><item><title>v1.2.6 — Starport Polish &amp; Ship Stats</title><link>https://bigbangsmugglers.com/releases/2026-03-06-v1-2-6-starport-polish/</link><pubDate>Fri, 06 Mar 2026 14:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-03-06-v1-2-6-starport-polish/</guid><description>&lt;p&gt;Version 1.2.6 is a polish pass on the starport and ship screen, fixing a cluster of display and behavior bugs reported by players.&lt;/p&gt;
&lt;h2 id="shipyard-overhaul"&gt;Shipyard Overhaul&lt;/h2&gt;
&lt;p&gt;The shipyard now shows fighters, torpedoes, and cargo holds as separate cards, each with a consistent layout: your current count, the maximum you can reach with upgrades, and a buy button with the cost shown inline. If a stat is fully upgraded the buy button is replaced with a confirmation so you know you have hit the ceiling.&lt;/p&gt;</description></item><item><title>v1.2.3 — Bug Fixes</title><link>https://bigbangsmugglers.com/releases/2026-03-05-v1-2-3-bug-fixes/</link><pubDate>Thu, 05 Mar 2026 20:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-03-05-v1-2-3-bug-fixes/</guid><description>&lt;p&gt;Version 1.2.3 is a follow-up to &lt;a href="https://bigbangsmugglers.com/release-notes/2026-03-05-v1-2-1-performance-warp-combat/"&gt;v1.2.1&lt;/a&gt;, which introduced several regressions that made it into the Play Store before they were caught. This release finishes what 1.2.1 started.&lt;/p&gt;
&lt;h2 id="combat-power"&gt;Combat Power&lt;/h2&gt;
&lt;p&gt;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.&lt;/p&gt;</description></item><item><title>v1.1.1 — Planet Production and Stability Fixes</title><link>https://bigbangsmugglers.com/releases/2026-03-03-v1-1-1-planet-production-fixes/</link><pubDate>Tue, 03 Mar 2026 10:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-03-03-v1-1-1-planet-production-fixes/</guid><description>&lt;p&gt;A focused patch on planet production, which had several bugs that prevented planets from producing reliably.&lt;/p&gt;
&lt;h2 id="planet-production-fixes"&gt;Planet Production Fixes&lt;/h2&gt;
&lt;p&gt;The production tick query had a Firestore index issue that caused it to silently return zero planets, meaning nothing was actually producing. That is fixed. The collect function also had a bug where it failed to reset the production ready flag after collection, which caused the scheduling gate to break on subsequent ticks.&lt;/p&gt;</description></item><item><title>v1.1.0 — Bounties, Trading Posts, and the Web Version</title><link>https://bigbangsmugglers.com/releases/2026-03-01-v1-1-0-bounties-trading-posts-web/</link><pubDate>Sun, 01 Mar 2026 10:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-03-01-v1-1-0-bounties-trading-posts-web/</guid><description>&lt;p&gt;Version 1.1.0 is a major feature release. Three new systems and a new way to play.&lt;/p&gt;
&lt;h2 id="bounty-system"&gt;Bounty System&lt;/h2&gt;
&lt;p&gt;Players can now post bounties on other players from any tavern. Set a credit reward, and it goes live in the galaxy. When another player takes down the target, the bounty pays out automatically. Collections show up in the feed, so the galaxy knows when a contract is settled.&lt;/p&gt;
&lt;h2 id="player-built-trading-posts"&gt;Player-Built Trading Posts&lt;/h2&gt;
&lt;p&gt;Planet owners can now construct a trading post on their planet. Trading posts sell commodities to passing players at competitive prices, and the owner earns a percentage of every sale. Build from your planet screen once you have a Warehouse at level 2. Upgrade the post over time to increase stock capacity and revenue. Other players can attempt to rob your trading post, so a strong garrison matters.&lt;/p&gt;</description></item><item><title>Planet Combat, Intel Brokers &amp; Starport Fixes</title><link>https://bigbangsmugglers.com/releases/2026-02-21-planet-combat-intel-starport-fixes/</link><pubDate>Sat, 21 Feb 2026 12:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-02-21-planet-combat-intel-starport-fixes/</guid><description>&lt;p&gt;Big night. 14 issues closed across two parallel workstreams — new features going in while bugs from yesterday&amp;rsquo;s QA session got fixed simultaneously.&lt;/p&gt;
&lt;h2 id="new-features"&gt;New Features&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Planet Combat&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;You can now attack enemy planets. Raid them for loot, hold them with your garrison, lose them if you leave them exposed. The planet raid system closes the loop on one of the biggest gaps from the &lt;a href="https://bigbangsmugglers.com/release-notes/2026-02-06-planets-warp-trade/"&gt;Feb 6th planets audit&lt;/a&gt; — we had colonization and production, but no way to actually fight over territory. That changes today.&lt;/p&gt;</description></item><item><title>Planets, Warp &amp; Trade</title><link>https://bigbangsmugglers.com/releases/2026-02-06-planets-warp-trade/</link><pubDate>Fri, 06 Feb 2026 12:00:00 +0000</pubDate><guid>https://bigbangsmugglers.com/releases/2026-02-06-planets-warp-trade/</guid><description>&lt;p&gt;The third track from February 6th covered the planet system, warp drive, and trade. A lot of backend was there — UI wasn&amp;rsquo;t keeping up.&lt;/p&gt;
&lt;h2 id="planets-backend-ahead-of-frontend"&gt;Planets: Backend Ahead of Frontend&lt;/h2&gt;
&lt;p&gt;The planet system had real depth on the backend. Functions for deposits, withdrawals, daily production ticks, collection — all implemented, all undocumented or mis-documented.&lt;/p&gt;
&lt;p&gt;What we found in the audit:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;The planet-system built doc claimed 100% complete. It was not.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;FUNCTIONS_INDEX.md&lt;/code&gt; was missing 5 planet functions entirely&lt;/li&gt;
&lt;li&gt;&lt;code&gt;PlanetsScreen.md&lt;/code&gt; wasn&amp;rsquo;t in &lt;code&gt;SCREENS_INDEX.md&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;Documentation for &lt;code&gt;planetDailyProductionTick&lt;/code&gt;, &lt;code&gt;planetProductionCollect&lt;/code&gt;, &lt;code&gt;planetWithdraw&lt;/code&gt;, and &lt;code&gt;planetDeposit&lt;/code&gt; were all missing&lt;/li&gt;
&lt;li&gt;The production ready flag existed in backend data but wasn&amp;rsquo;t surfaced in the UI&lt;/li&gt;
&lt;li&gt;No garrison management function implemented&lt;/li&gt;
&lt;li&gt;No planet transfer or ownership change function&lt;/li&gt;
&lt;li&gt;No population growth over time&lt;/li&gt;
&lt;li&gt;No planet defense or raid combat system&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The backend team had done solid work. Docs and UI just hadn&amp;rsquo;t caught up. We filed the tickets, corrected the specs, and built the planet roadmap from scratch.&lt;/p&gt;</description></item></channel></rss>