Zeitenwende
Here you can find all changes and updates for the current Round XVIII – Zeitenwende. The entries explain new rules, improvements and bug fixes with concrete examples.
The last Sky Fortress was defeated much faster than intended. Newly appearing fortresses now scale with average participation in regular missions and current fleet strength, including research and runes. The garrison and finite reinforcements are fixed when the fortress appears. All four difficulty levels are balanced with their respective time limits.
A shared victory requires repeated attacks and replacing lost aircraft. Plan for roughly 14 hours between your attacks; the existing twelve-hour lock between arrivals remains in place. Winning the first-place alliance bonus requires a substantial effective contribution from your alliance.
Maximum durations remain unchanged: Weakened 32, Normal 38, Elite 46 and Mythic 52 hours. The personal participation bonus, guaranteed minimum kill on a qualifying first attack, alliance rewards and Slayer rewards are preserved. The new balancing applies to newly appearing fortresses.
AutoStart checks due and newly created plans more frequently. Long waits that postponed launches until the next minute have been removed. Existing arrival planning, including the selected half-second, is preserved; the existing flight-time rules still apply.
Fleet launches are retried automatically after temporary database conflicts. Failed attempts leave no duplicate fleets or deductions. Probe jobs are released only after the launch has been saved successfully.
A missing form value no longer causes a technical error in the construction center. Existing checks remain in place.
Community request implemented: Newly started Tatooine missions reward the three required aircraft with at least their construction value plus 25%. Construction costs are converted into the reward resource using Trade Center rates at mission creation. Higher rewards from the existing scaling are preserved. Active missions keep their displayed reward; extra aircraft do not increase the amount. Flight costs are not reimbursed, and existing storage limits still apply.
During the registration phase, you can switch between PvE and PvP in settings as often as you like without waiting. The selected mode takes effect immediately and clears any existing switch countdown. Once the round starts, the usual 24-hour waiting period applies again.
Fixed: Raids could remain invisible to the defending alliance even after their secrecy period had ended. Ongoing raids now appear in the diplomacy status with their end time after the league-specific delay: 40 minutes in league 1, 25 in league 2, 12 in league 3 and 5 in league 4.
New: An ongoing raid no longer prevents a system NAP request if the other requirements are met. The ceasefire starts twelve hours after approval. Further raids cannot postpone this date and end no later than the NAP start. Other existing contracts may still block the request.
The diplomacy info boxes now explain secrecy and how raids interact with NAPs. When a visible contract blocks a request, the rejection states its type and end time.
During the registration phase, cancelling a building order or removing queued orders refunds 100% of the resource costs of every order removed. Cancelling the current build also removes all subsequent queued orders; removing a queued order removes that order and all later ones. This lets you adjust your building plans before the round starts without losing resources. Once the round starts, the previous rules apply again: cancelling the current build refunds up to 80%, depending on the remaining construction time, while removed queued orders receive no refund.
Before: Essence was separated by tier; crafting let you choose a type and tier, but rolled the level randomly. After: All tiers share one essence balance. You choose the exact type, tier and level; a combination you already own cannot be crafted again. Salvaging low-tier runes can therefore help pay for high-tier runes.
Crafting after: Tier I is available with dungeon access; tiers II/III/IV/V unlock after defeating boss 18/36/52/63. Costs by ascending level: I (L1–3): 10/15/20; II (L2–4): 20/30/40; III (L3–6): 35/53/70/88; IV (L5–8): 55/83/110/138; V (L7–10): 80/120/160/200 essence. Previously, a random-level rune cost a flat 10/20/35/55/80 essence by tier.
Salvaging before: Each tier yielded a flat 3/6/10/16/24 essence regardless of level. After, level matters too: I (L1–3): 3/4/5; II (L2–4): 6/7/8; III (L3–6): 10/11/12/13; IV (L5–8): 16/18/20/22; V (L7–10): 24/27/30/33 essence. Removing or replacing a rune still salvages the old rune.
Bulwark before → after: Defense bonuses double at every tier and level. Example, tier V level 10: 7.4% → 14.8% rune value. With the unchanged PvP multiplier of 0.6, this means 4.44% → 8.88% PvP defense per rune. Wrath and Tempo retain their values.
Greed before: Increased the chance of a higher-tier rune drop. After: Greed no longer raises that chance. Instead, every boss kill grants extra essence equal to the dropped rune's salvage value × your Greed bonus. Example: 10% Greed and a rune worth 24 salvage essence grant 2.4 extra essence; in addition to the normal rune drop or the essence from a duplicate.
Bad-luck protection before: Its failure counter required more attempts than the transition windows offered. After: If no higher-tier rune has dropped in the window, its final boss guarantees one: tier II by boss 20, III by boss 40, IV by boss 55 and V by boss 64. Regular chances per win within each window remain 18% / 15% / 12% / 10%, now without a Greed increase.
Boss stats before → after: HP and defense decrease by 90% for bosses 1–5, by 75% for bosses 6–63 and by approximately 39% for bosses 64–70. Example, boss 1: 2,700 → 270 HP and 4,500 → 450 defense. There are still 70 bosses in a fixed order. Your attack power now uses the highest combat value among unlocked aircraft types, including Blackbird and Falcon, instead of a fixed type priority.
The rune overview shows your three slots and active PvP bonuses at a glance. Inventory filters make runes easier to find; before confirming an equip or salvage action, you can see which rune will be replaced and how much essence you will receive. Inventory and crafting are also clearer on mobile.
The dungeon overview shows defeated bosses, the next available attack and expected remaining HP. Expand the calculation and boss timeline whenever you need more detail.
Battles get a new animation featuring a visible spacecraft, three projectile and energy-beam salvos, and impacts with sparks, shockwaves and boss reactions. Victories have a dedicated destruction sequence. HP decreases in sync with hits, followed by a result showing damage, rune drops and extra essence. The animation can be skipped and respects reduced motion.
Before: Sky Fortress strength was derived from city points and their spread. After: It uses available combat fleets and unlocked aircraft types of players active within the last seven days. Balancing includes multiple attack waves. Durations remain: Weakened 32, Normal 38, Elite 46 and Mythic 52 hours.
Before: After an attack, 5–80% of destroyed units were regenerated depending on the loss fraction of each unit type. After: The fortress replenishes its garrison only from a finite reserve. Each kill permanently reduces the total remaining enemy count. Once both garrison and reserve are empty, the fortress falls. Your arrivals must still be at least twelve hours apart.
Small fleets can contribute at every difficulty: a regular attack with your strongest available combat fleet guarantees at least one kill while enemies remain and your one-time participation bonus is still available. No MAHEM is required.
Slayer before: The final kill awarded its alliance 5% / 7% / 9% / 10% of all participants' raw mission points, depending on difficulty. After: Those rates remain, but the bonus is also capped at 25% of the alliance's own raw points. The smaller amount applies. Normal example: With 10,000 total raw points and 1,000 alliance raw points, the previous 700-point bonus becomes 250.
The personal participation bonus and the additional team prize remain. The mission page shows progress, the remaining reserve and the alliance leaderboard with contributions, Slayer bonuses and the team prize per member. During the mission, the prize reflects the current rank; the final amount is fixed when the mission ends. Team prizes are also awarded when time runs out.
New in ETS 18: Automatic matchmaking assigns eligible alliances to binding wars. The first assignment occurs 30 days after the round starts. Opponent and objective are announced at least 24 hours before combat; the war lasts 96 hours (four days). Two possible assignment dates per week are three days apart. This does not mean two wars per week: each alliance and participating account must have at least 21 days between war starts. Suitable alliances that have waited longer receive priority; rotation favors different opponents where suitable alternatives exist. Without a suitable opponent, there is no war in that wave. Near the round's end, assignments require enough time for combat and regular prize processing.
Matchmaking details: Both alliances must be in the same league. The smaller war roster must have at least 75% of the larger roster's participants, and the lower combined account value must reach at least 75% of the higher. Example: 6 versus 8 participants qualifies by size; 5 versus 8 does not. Treaties and other eligibility requirements are checked as well.
Scoring examples: If a war ends at 20:00, a target colony only counts for Conquest/Breakthrough when held continuously since 14:00 or earlier. A capture at 14:01 is too late. In Plunder, 1,000 iridium + 2,000 holzium + 500 water + 500 oxygen earn 4,000 points regardless of market value.
PvE players do not participate and retain their PvE protection. Players must have belonged to their alliance for at least seven days to enter its war roster. Participants are fixed at assignment; alliance changes cannot remove their obligations before the war ends. Small alliances can also receive a suitable opponent.
New – Conquest: Each secured enemy starting colony earns one point. New – Breakthrough: Each distinct original owner of those colonies counts at most once. Example: Three secured colonies belonging to the same original opponent earn three Conquest points but only one Breakthrough point. Breakthrough requires at least three attackable owners on each side; the smaller owner count must be at least 80% of the larger (4 versus 5 qualifies; 3 versus 5 does not). The announced objective remains fixed until the end.
The third objective is Plunder: the side that raids the most resources from its opponent wins. Each plundered unit of iridium, holzium, water or oxygen earns one loot point. All four quantities are added together; changing market rates have no effect. Loot from attack reports counts; espionage stock reports and transfers do not. Loot counts at the attack, and raiding it back scores for the other side. This objective needs no capture or holding time – regular raids can win the Galo too.
Conquest and Breakthrough require an enemy starting colony to be held continuously for at least six hours at the end. Recaptures remove the corresponding enemy colony score. The higher score wins in every mode; a tie, including 0:0, grants no war prize. All captures remain permanent, including after defeat or a draw. Fleet losses and spent resources remain real. Free captures outside wars remain possible.
During the active war, participants fight their assigned opponents; attacks and direct support between participants and outside players are blocked. After the war, a five-day ceasefire applies between the former opponents.
Before: A Galo could appear as a random Prime event. After: In the new war round mode, new Galos are exclusively war prizes. A victory earns the alliance one additional Galo and three alliance victory points; it also contributes three points to the league rating. Gali, Gale and Galu remain in the random Prime pool.
Before recipient selection, the Galo location is fixed and reserved together with its immediate neighbouring slots. You can see its coordinates and fixed building levels; changing the recipient does not change the location. The 48-hour selection period starts once the location is reserved. Your alliance leadership has 48 hours to rank recipients from the winning roster for the Galo. Delivery requires a free conquest slot and a valid location. Automatic selection takes over when the deadline expires. If nobody can receive the Galo, the colony prize expires; the points remain.
The alliance page shows your opponent, objective, dates, participants, target colonies, holding times and secured score. Looted resources, destroyed aircraft value and recaptures also show your contribution. The loot total determines victory in Plunder; the other statistics grant no additional victory or prize points. Recorded statistics, results and prize delivery remain available after the war.
Arranging victories to generate prizes is prohibited. An efficient win or an undefended capture alone does not constitute a rule violation.
The cause of the delayed fleet arrivals around midday has been investigated and fixed. The triggering error can no longer interrupt fleet processing. The accumulated fleet events have already been processed.
The airport flight time for empty coordinates and your own cities now matches the planner. The preview applies the full tempo bonus from equipped runes for these targets. Previously, it incorrectly used the reduced PvP bonus and displayed a longer flight time. Other players' cities continue to use the PvP bonus.
The explanation of permanent kills and the finite reserve now appears only once in the Sky Fortress description.
Before: An Orbit Guard could also fight its owner's fleets and alliance fleets. After: It sits out battles against its owner's fleets and members of its owner's alliance, suffering no losses in those battles. Normal city defenses and possible conquests still apply: a late alliance attack can still cause damage or capture the city. Treaties and non-aggression pacts do not qualify for the Guard exception.
Before: The same ownership period could count repeatedly towards Endor scoring, inflating displayed holding minutes and the final settlement. After: Actual ownership changes determine the result, and each holding period counts once. Example: Holding for 30 minutes gives 30 holding minutes, even if multiple records refer to the same owner.
Individual member points and the alliance total now use the same calculation. Players with equal points and equal size receive the same member point value, regardless of their names. This applies during the registration phase and afterwards. With identical starting progress, each player uses 130 member points: Three members total 390 points.
One boss per day, tangible progress, real rewards: With Dungeons, ETS gains a new gameplay pillar that carries you through the whole round—fair, motivating, and visually strong.
70 bosses, strictly one after another. Each victory unlocks the next. The timeline always shows where you stand and which stages you have already beaten.
Dungeon access is tied to Interception. If you hunt the boss, you need the right module—and you get real progress for it.
An interactive combat overlay with animations, sound, and hit feedback makes every boss fight tangible—short, intense, satisfying.
Runes provide lasting bonuses: attack, defense, tempo, precision, and greed. Three slots, clear effects, no frustration drops thanks to the guarantee system.
Duplicates are automatically converted into essence. Collect, craft, optimize—and your build adapts to your playstyle.
Drop guarantees against bad streaks, clear tier ranges and styles (Agile/Standard/Armored) for planned improvements.
The description page now includes a detailed rune guide with effects, tier values, PvP factors, and drop mechanics. The guide is linked directly from the rune modals.
After a successful take, you can keep the winning fleet above the city as Orbit Guard. The fleet remains in orbit for 20 minutes, actively helps defend, and only then goes into the return flight.
This improves the chance of actually holding a successful, well-timed colony.
What makes it special: instead of stopping retakes with a hard rule, players get a gameplay tool that lets them actively influence the defense themselves.
The idea came from LanFreak. This fits ETS well: more depth through new options instead of less play through rigid restrictions.
Key rules at a glance:
Orbit Guard starts 1 second after the take. This intentionally leaves a small same-tick retake window open.
New fleet launches and new AutoStart plans have Orbit Guard enabled by default; existing AutoStart plans stay unchanged and keep Orbit disabled by default.
Only one orbit can be active per target city. A new successful take cleanly replaces the previous orbit.
If you need the fleet back earlier, you can manually cancel orbit at any time.
Under News there is now a dedicated news tab with global world news. Entries are based on newsticker events, can be filtered by time range, and navigated across multiple pages. Posts that previously only appeared in Discord now show up there too, e.g. active raids.
The news page now also shows the first colony founding as well as the first colony take (PvE and PvP). At these milestones, a push notification is also sent to all players.
Take entries in the news tab were expanded: per take event (including retakes in the same time window), losses for attackers and defenders are now aggregated by aircraft, towers, and modules, including O² equivalents. If multiple attacker alliances participate, all involved tags are listed.
In the Kaas mission, the best individual players receive an additional bonus (places 1–3) based on the mission reward. Ties receive the bonus as well. The top players appear in the newsticker—and therefore also on the new news page.
Sitters may only attack players in the represented account’s alliance. Players outside the alliance (or without an alliance) are blocked as targets; alliance-internal attacks remain possible.
Attacks with proxy fleets outside the alliance are now blocked. To keep the well-known “second wave” possible, we allow a second fleet—but only under clear conditions.
Per account, a maximum of 2 red fleets on a target are allowed by default (on non-colony missions only 1). The second fleet is only allowed if arrival is within 5 minutes of the first and the launch is at most 45 minutes before the first arrival.
An alliance limit also applies (active members, plus PvE attackers for missions). More than 3 fleets on a target is only possible with an active raid; exceptions apply for the same alliance or war.
All rules are explained in the help section “Red Fleets”.
Fleet launches via FleetStarter now follow a global 7-second cooldown per player (manual launches and Autostart). During planning, the UI already blocks start-time collisions below this window on save.
We have overhauled the quest system: From now on you always see the next open quest per quest type, and redeemable quests are at the top. This makes quests visible earlier and you miss rewards less often.
Why this matters: A feature request was to replace technology level rewards with tokens because sometimes you had already surpassed the level before the quest even appeared. With the new presentation, this problem practically no longer occurs—the quests appear in time. Therefore the token change is currently not necessary.
We will keep monitoring feedback and adjust if needed.
Umbara boss strength now additionally considers the point spread between top and average cities. This keeps difficulty more noticeable and fair across different round states.
We have fully modernized the entire in-game UI: new navigation, a consistent panel design, improved readability, and a significantly better mobile layout.
In the hangar, ship types can now be marked as favorites or hidden per account. Favorites are sorted to the top within their category, while hidden types are grouped in the collapsible “Hidden ship types” section. Button styling was also unified into a calmer look, and the section toggle is now left-aligned.
Fleet start now features a new hero section with target, arrival, distance, and consumption metrics. The old hyperspace header remains available via legacy mode.
Missions now persist the selected tab cleanly via URL hash states. In addition, `/start?to_info=1` opens the INFO tab directly, and switching cities preserves the current hash.
In the start overview, tech status now more clearly shows when the research queue is full. This makes it easier to see whether additional tech jobs can be queued.
The existing value in the “Repeats” field is now auto-selected on focus so the input is overwritten directly and no “01” error occurs when starting a fleet.
The start button now validates launch conditions locally in the UI before submit. In invalid cases (e.g. too many aircraft, transporters in attack fleets, sitter/plunder/probe conflicts) it stays disabled, turns red, and shows the first blocking reason directly.
The entire planner (flight-time calculator, return-flight calculator, recall calculator, and alliance targets) now runs without hard page reloads. Inputs are processed directly via Livewire for a much smoother experience on desktop and mobile.
Alliance targets are now truly linked: linked planner entries consistently inherit target/note/arrival data. If an alliance target changes, the linked planner entry updates automatically.
Timepickers, autosave, start-time tables, and mobile compact layouts were also unified. Completed planner targets are now directly available in airport target selection.
At the airport, target selection entries from flight-time and return-flight planners now show the calculated launch time with its source directly as a hint. Start-time calculation was hardened for return mode, day wrap-around, and invalid time values.
The radar tabs on the start page and alliance radar were restructured: target info now stays compact in the header, fleet orders remain in the familiar Orders-tab style, and your own cancelable fleets can be recalled in bulk right from radar.
Your own planner entries for the target are now shown directly in radar in a compact collapsible list, with an optional toggle for older starts. Linked Autostarts are visible at a glance and can be edited from radar, while missing links can be created directly.
The simulator now shows a new result line “Waves until all units are destroyed”. The value is marked as an approximation (with “~”).
The player detail area has been fully migrated to the new ETS UI (details, description, cities, alliances, statistics, and medals) and now includes direct quick actions for “Send message”, “Add to address book”, and “Request alliance”. The player name is prefilled automatically in the contact dialog; clear empty states and optimized mobile rendering are included as well.
Your personal round statistics now include a new “Glory Moments” section. For each completed round, it highlights your strongest historical moments directly on the page, for example standout research rounds, large cities, plunder achievements, or destroyed units.
The selection now shows up to four cards per round, downranks large tie blocks, and no longer presents misleading plateau values as top placements. Rounds without robust highlights still remain visible and are labeled neutrally.
The frontend now runs on Livewire 4. Updated script initialization and minor compatibility tweaks ensure more stable component behavior.
Karl now uses a more stable response flow with better follow-up context. This makes answers more consistent and provides clearer feedback when failures occur.
The notification system was migrated to OneSignal v16. More stable initialization and more robust navigation integration improve reliability during page transitions.
Alliance war: External players/alliances can no longer send green fleets (transport) to war parties during an active war (preparation phase excluded).
Autostart (planner): When reviewing/editing jobs, “Gift aircraft” and “Secure resources” are now preserved.
Black Market: Offers in preparation are now automatically canceled on colony loss (fleet crash) and no longer block offer slots.
Black Market: The “expires in” timer no longer shows negative times; remaining time is now calculated correctly.
Fleet start/bash: Pure probe flights are now handled correctly in the 3-reds limit and no longer trigger false blocking.
Stability: Order sorting and chat tab events are now more robust; duplicate event bindings and invalid empty entries were cleaned up.
Hall of Fame/toplist: Player and city entries remain stable even when profile data is missing.
Boss Destroyer/MAHEM KW: Aircraft selection now counts unlocks as soon as requirements are exactly met (>= instead of >); Raven now correctly checks ESW instead of NSW. The dungeon info text now also explains the attack_kw source including Wrath bonus.
Hangar & Defense Center: quantity fields with value 0 now auto-select the 0 on focus. New input therefore overwrites directly (e.g. 50 instead of 050).
Fleet start/jobs: For transport and defense fleets, an accidentally set “Colonize” flag is now ignored; transports no longer fail incorrectly because of it.
PvE mode: During deactivation, an already running 24h countdown is no longer reset by repeated clicks; the original remaining time now stays intact.
Airport/autofill: Rapid repeated clicks on “A” buttons are now robust. Local calculation updates immediately, /war_query runs decoupled with debounce/abort/stale guards, and negative or inconsistent capacities are prevented reliably.
March 22, 2026
Depot: The new upgrade planner is now available as its own tab. It calculates target paths for buildings, technologies, aircraft, defense, and modules directly in the game and shows total costs, missing resources, funding time, and build/research duration.
For unlock paths that include research chains, the planner now cleanly separates planning city and research city. This makes required tech and building steps resolve from the actually relevant city much more consistently.
Funding logic was tightened as well: city funding and account funding now use the correct resource basis, and the displayed /h rates align with the selected city or the account-wide sum.
In addition, the mobile presentation was compacted. Filters, quick goals, cost cards, and step lists now use clearer Bootstrap spacing and are much easier to read on smaller screens.
March 21, 2026
Airport: The fleet-start clock now syncs automatically in the background. Multiple consecutive sync waves stabilize the displayed time much better right after opening the page.
Because of that, a manual sync should no longer be necessary in most cases. Delta and ping still remain visible so you can continue to judge your timing quality.
The manual sync still exists as a fallback, but it now sits visibly inside the airport instead of being hidden on the clock itself.
March 15, 2026
Battle reports: The new battle replay turns multi-wave attacks into a compact timeline with turning points, losses, and outcome. Takes and retakes are now much easier to understand at a glance than in the raw report.
Wave detail cards now show involved units with total and destroyed values, reinforcements with their actual delivered units, and loot waves additionally with plunder, oxygen profit, and ROI.
Supported combat news entries now get an automatic replay link in the news tab. The replay itself stays deliberately subtle: no player names, no exact coordinates, just continent, alliances, and the actual battle flow.
There is also a public share link with Discord export and a share card. This makes battles far easier to showcase without replacing the classic report view as the detailed source.
March 14, 2026
Messages: In the inbox, selected messages can now be marked read/unread, archived, or deleted in bulk. The selection stays stable even while filtering or searching.
Message compose: A new recipient picker with search, chips, and multi-select handles address book entries, groups, and pasted/comma-separated names much more reliably. Reply, quoted reply, and forward now prefill subject and content cleanly.
Recipients are now validated before sending: unknown names are highlighted, blocklists show as warnings, and blocked senders get a clear message instead of a silent failure.
Airport & missions: Planner timepickers now sync reliably with Livewire again. On mobile, mission rewards now have a clear switch between economy and military quests, and mission details are linked directly.
Profiles & preferences: City and alliance images can now be uploaded directly, previewed, or removed. Player details now show your own or shared flight statistics correctly and handle empty data states cleanly.
UI polish: The medal popup and start-page events now use the shared modal more robustly. League info in the toplist no longer collides with global modals, trade/black-market tables scroll more cleanly on mobile, and rewarded videos on the start page, support page, and hall of fame no longer interfere with each other.
Round statistics: Only configured historical rounds are evaluated now. This keeps Glory Moments, round selection, and highlights free of unrelated future or test rounds.
Flight statistics & tech: Aircraft purchases and sales via the black market now count correctly in flight statistics. Karl now reports AI service connection problems cleanly instead of failing hard.
March 8, 2026
The toplist UI has been improved.
Vacation mode can now also be entered and left during the registration phase.
The button for leaving an alliance is now labeled correctly.
Under certain circumstances, league rewards could not be redeemed during the registration phase. This has been fixed.
Mehr Kontrolle, weniger Stress: Mit ETS 16 plant ihr eure Aktionen in Ruhe dann, wenn ihr Zeit und Lust habt – und das Spiel führt sie automatisch zum perfekten Zeitpunkt aus.
Keine Dauer-Onlinesein-Pflicht mehr. Stell eure Flottenstarts bequem im Voraus ein – der Rest läuft von selbst. So werden koordinierte Takes und sauber geplante Verteidigungen für alle Allianzen deutlich einfacher.
Auch kleinere oder weniger aktive Teams können jetzt zuverlässig große Manöver fliegen. Ihr spielt nach eurem Zeitplan – nicht umgekehrt.
Kein Warten mehr auf die „perfekte Sekunde“, keine Nachtschichten für Deff-Setups, keine ewig langen Klickstrecken für Spionagewellen. Einmal planen, entspannt zuschauen.
Mit Autostart timet ihr Ankünfte auf 500 ms genau – wahlweise im Fenster 0–499 ms oder 500–999 ms. Manuelles Starten bleibt weiterhin möglich: Top-Spieler mit starkem Timing (≈150 ms Genauigkeit) können sich also weiterhin mit Skill abheben.
Flexibler, fairer, entspannter: ETS 16 gibt euch die Kontrolle zurück und reduziert den Zeitdruck – ideal für alle, die effizientes Planen lieben.
- Ständige Accounts:
Kein nerviges Neuregistrieren mehr bei jeder neuen Runde – eure Accounts bleiben jetzt bestehen, sodass ihr euch voll aufs Zocken konzentrieren könnt.
- Neue Rundenstatistik:
Besserer Überblick:
Vergleicht eure Werte mit denen der Community – ob in einzelnen Runden oder als Gesamtschnitt. Jetzt seht ihr auf einen Blick, wo ihr steht und wie ihr euch verbessern könnt.
Interaktive Grafiken:
Schaltet Kennzahlen wie Punkte, Technik, Städte und mehr per Klick ein oder aus – so behaltet ihr immer die perfekte Übersicht eurer Fortschritte.
Mehr Performance:
Dank optimierter Statistiken läuft alles flüssig, selbst wenn’s richtig heiß hergeht.
Damit Dessi mehr als defensives Flugzeug agieren kann, wurde ihre Ladekapazität um 1 reduziert – aber keine Sorge: Mit einer Ladekapa bleiben weiterhin taktische Möglichkeiten fürs Farming offen. Außerdem können nun auch Blackbirds und Falcons beim Farming eingesetzt werden, was euch noch mehr strategische Optionen in euren Attacken ermöglicht.
Sitter und Mahem können künftig nicht mehr zum Farming eingesetzt werden – aber keine Sorge: Ihr könnt weiterhin angreifen, auch ohne plündern zu müssen. So bleibt das strategische Element im Spiel erhalten!
Entdecke unseren brandneuen Info-Tab mit einem umfassenden Tutorial und einer innovativen AI-Beratungsfunktion, die dir zusätzliche Unterstützung bietet.
Markiere deine Planer-Einträge als aktiv oder inaktiv. Nur aktive Einträge erscheinen im Radar, und aus dem Take-Planer stammende Einträge werden nur angezeigt, wenn ihr zugehöriger Planer-Eintrag aktiv ist.
Unsere Premium-Spieler profitieren jetzt von mehr Bau- und Tech-Slots, um ihre Strategien noch weiter auszubauen.
Die Pushing-Regel wurde überarbeitet: Jetzt ist der Accountwert entscheidend statt der Punkte.
Markiere Sitterpärchen als DUO, damit beide auf demselben Kontinent landen und gemeinsam stärker agieren.
Missionen belohnen jetzt mit mehr Ressourcen, um ETS schneller voranzutreiben. Die Belohnungen wurden verdoppelt, damit jede Mission lohnender ist.
Der Bauzentrum-Faktor in der Accountwert-Berechnung wurde von 2 auf 3 erhöht, um seine Bedeutung zu unterstreichen.
Die Bauzeit von Gebäuden und des Bauzentrums wurde um 20% reduziert, sodass du schneller expandieren kannst.
Questbelohnungen umfassen nun auch Stufen. Zudem wurden die Quests erweitert: Es sind jetzt 5 Wirtschafts- und 5 Militär-Quests gleichzeitig aktiv.
Die maximale Anzahl an Allianz-Mitgliedern wurde neu festgelegt, um die Gemeinschaft zu stärken.
Der Newsticker wurde mit einer Speed-Begrenzung versehen, um eine reibungslose Anzeige auf Geräten mit hoher Bildrate zu gewährleisten.
Beim Abbruch einer Forschung wird nun deutlich darauf hingewiesen, dass Vormerkungen ohne Rückerstattung verloren gehen.
Die Radareinträge wurden von der Navigation auf der Startseite getrennt, um die Benutzerfreundlichkeit zu erhöhen.
Entdecke unsere neue Chat-Funktion im Menü, die dich direkt zu unserem **Escape to Sidious Discord-Server** führt. Jetzt kannst du ohne Anmeldung sofort mit anderen Spielern interagieren und dich austauschen. Zusätzlich kannst du unter den Einstellungen das **Discord-Widget** aktivieren, damit du keinen wichtigen Chat mehr verpasst. Werde Teil unserer aktiven Community und erlebe spannende Abenteuer gemeinsam!
Unser **Rollensystem** auf Discord wurde komplett überarbeitet und ist jetzt noch strukturierter. Engagiere dich aktiv in der **Escape to Sidious Community** und sichere dir exklusive Belohnungen im Chat. Werde Teil einer engagierten Spielerbasis und profitiere von speziellen Vorteilen und Anerkennungen!
Wir haben das **Logout-Verhalten** und die **Performance** von Escape to Sidious optimiert, sodass das Spiel jetzt noch flüssiger läuft. Genieße ein reibungsloses Spielerlebnis und tauche vollständig in die spannende Welt von Escape to Sidious ein!
Freue dich auf unser neuestes Feature: Ab sofort kannst du in der **Weltkarte** Sonden verschicken, ohne die Karte verlassen zu müssen. Entdecke neue Gebiete, sammle wertvolle Ressourcen und erweitere deine strategischen Möglichkeiten noch effizienter!
Die **Übersetzungen** auf der Startseite wurden verbessert, sodass Begriffe wie "Tag" und "Tage" jetzt auch in der englischen Sprachversion korrekt angezeigt werden. Zudem haben wir die **Timer** überarbeitet und weitere technische Optimierungen vorgenommen, um dein Spielerlebnis noch angenehmer zu gestalten. Spiele Escape to Sidious in deiner bevorzugten Sprache und genieße die optimierte Technik!
Radar, Chat und Stadtübersicht wurden nahtlos in die Hauptansicht integriert, um ein einheitliches und effizientes Nutzererlebnis zu bieten.
Alle diese Änderungen sollen ein neues Nutzererlebnis schaffen. Während bisher jede Stadt einzeln gemanagt werden musste, kannst du nun alle Städte gleichzeitig von einem zentralen Ort aus verwalten.
Eine neue Warnungsfunktion wurde eingeführt, die dich informiert, wenn du eine Forschung in einer Stadt startest, deren Technologiezentrum-Level niedriger ist als in deinen anderen Städten. So kannst du strategisch entscheiden und optimale Fortschritte erzielen.
Die Bibliotheksanzeige wurde auf Bootstrap 5 aktualisiert, um eine modernere und responsivere Benutzeroberfläche zu bieten.
Der Flotte starten-Knopf im Flughafen ist nun deaktiviert, bis eine Flugdauer berechnet werden kann. Dies verhindert Fehlstarts und sorgt für ein reibungsloseres Spielerlebnis.
Das Handelszentrum wird nun „unsichtbar“ aufgefüllt, indem die vergangenen Kurse im gleichen Verhältnis wiederhergestellt werden. Dadurch kannst du die Kursentwicklung besser im Diagramm verfolgen.
Die Kosten für Settler in gegründeten Städten werden nun in den Accountwert einbezogen, um eine genauere Bewertung deiner Fortschritte zu ermöglichen.
Ab sofort könnt ihr eure Stimme zu verschiedenen Themen abgeben und so aktiv an der Weiterentwicklung von Iridium Wars teilnehmen. Eure Meinung ist uns wichtig! Mit den Ingame Umfragen habt ihr die Möglichkeit, eure Ideen und Vorschläge einzubringen und über wichtige Entscheidungen mitzubestimmen. Ob es um neue Features, Balancing-Anpassungen oder zukünftige Events geht – eure Stimme zählt!
Ihr erhaltet nun eine übersichtliche und detaillierte Aufstellung eurer Ligabelohnungen, die euch genau zeigt, welche Schätze auf euch warten. So könnt ihr eure Fortschritte besser verfolgen und eure Strategien optimal anpassen.
Im Flughafen könnt ihr ab sofort auf euer Adressbuch zugreifen und all eure wichtigen Kontakte speichern. Egal ob Verbündete, mit denen ihr strategische Pläne schmiedet, oder Händler, die euch mit wertvollen Ressourcen versorgen – mit dem Adressbuch habt ihr alle Informationen stets griffbereit. Speichert Namen, Kontaktdaten und persönliche Notizen, um eure Kommunikation noch besser zu organisieren und den Überblick zu behalten.
Die einnehmbaren Städte wurden neu gestaltet und mit verlockenden Belohnungen ausgestattet, die eure Fortschritte im Spiel immens beschleunigen können. Erobert die Städte und sichert euch wertvolle Ressourcen, um eure Machtbasis weiter auszubauen! Die Kämpfe um die Städte wurden ebenfalls überarbeitet, um sie noch spannender und herausfordernder zu gestalten. Neue taktische Elemente wurden eingeführt, um eure strategischen Fähigkeiten auf die Probe zu stellen. Plant eure Angriffe sorgfältig, setzt eure besten Flugzeuge ein und kämpft um den Sieg!
Erlebe die neue Mission Kaas mit millisekundengenauen Zeitangaben und erhalte tolle Belohnungen für dich und deine Allianz. Stellt eure strategischen Fähigkeiten auf die Probe und sichert euch wertvolle Ressourcen!
Die Performance der automatischen Berechnung wurde verbessert. Der Simulator berücksichtigt nun nur noch Scans der letzten 2 Stunden, um genauere und effizientere Ergebnisse zu liefern.
Nach mindestens 21 Tagen Rundenlaufzeit werden neue Spieler mit Hangar 1, Flughafen 1, 5 Sparrows sowie 5 Sonden ausgestattet. Voraussetzungen wie 50 Stadtpunkte für Angriffe und 100 Stadtpunkte für Transporte gelten nun nicht mehr für Missionen.
Bei den Teammissionen wird nun auch der Durchschnitt sowie der Spieler mit der besten Wertung angezeigt. Die Missionen-Historie zeigt nun die Ergebnisse der letzten Teammissionen. Das Changelog ist nun auch außerhalb des Spiels ohne Login aufrufbar. Der ETS Merch Shop, YouTube-Kanal und Instagram-Account wurden in den Footer integriert. Die Umwandlung von Ruhm in Token funktioniert nun auch mit der "Enter"-Taste, und Berichte im Discord zeigen nun auch die Millisekunden an.
Mehrere Fehler wurden behoben, darunter Flottentexte in anonymisierten Berichten, Textfehler in der Ruhmeshalle, wiederholte Account-Wiederherstellungen, Questbelohnungen und doppelte Quests. Zudem wurden veraltete Links entfernt und die Sortierung der Turm-Bauschleife korrigiert.
Arbeiter wurden durch Tokens ersetzt, mit denen du direkt die betreffende Bauschleife verkürzen kannst. Dies ermöglicht gezielte Effekte und bietet mehr taktische Möglichkeiten. Gleichzeitig wurde der mögliche Gesamtvorteil über die Rundendauer verringert, um ein ausgewogenes Gameplay zu gewährleisten.
Wöchentlich erhältst du eine Belohnung in Form von Zeit-Tokens basierend auf deiner durchschnittlichen Ligaplatzierung. So wirst du für deine kontinuierlichen Fortschritte belohnt!
Aktivierter Händler Modus schützt dich vor Angriffen durch andere Spieler. Im Gegenzug kannst du auch keine Spieler mehr angreifen, außer in Missionsstädten wie Endor. Kosten: 25% deiner Ressourcenproduktion
Voraussetzungen: Keine Kolonie eingenommen in den letzten 72 Stunden
De-/Aktivierungsdauer: 24 Stunden
Der Simulator zeigt nun schon beim Aufruf mögliche Gewinne von allen Sondungen an. Achtung: Die Technologie-Werte sollten für genauere Ergebnisse beim Verteidiger angepasst werden.
| Siedler | Server | ||
| 23 | Online | Anwendung | Online |
| 189 | Gesamt | Datenbank | Online |