The internal beta will run through Summer 2017; until then there will be consistent updates and features being added. Players who have access to the internal beta will be posting here to discuss the game, report bugs, and talk strategy. 6/9/2017 Build Update: The Turn Bar will now be visible during Allocation and will indicate which ships have finished their allocation phase. Ship interaction with wreckage has been revised to the following interactions: Ship scanners can now see through wreckage Ships are now able to move through wreckage Ships can target and shoot through wreckage Ships are still not allowed to occupy the same hex as wreckage Klondike Class V repair tender now correctly has a turn bar icon. An issue where the client was applying the wrong Range and Hit attributes to weapons has been resolved. The systems section of the Spacedock Ship Details will now show the full classification of each ship system. Defending ships can no longer enter a map after it's been captured by the opposing faction. Capture points will no longer be incorrectly awarded to a defending ship after it’s map has been captured. Capture points will no longer be awarded if a sector is protected. Addressed a bug with attacking faction not being set correctly if a defender was still present when a map was captured. If a player is destroyed by counterfire in Battle Royale they will now correctly see their ship destroyed and return to their Spacedock. The attacking ship will no longer disappear before it fires when the targeted ship is destroyed. Vessels with repair bays, medical bays, and marine supplies (support ships, space stations, etc.) will now correctly pool its various resources (repair points, crew, marines) and more fairly distribute them. A bug that prevented a map/sector from being captured if the last vessel destroyed was a structure (e.g. mine, space station, etc.) and the attacking faction had already accrued the required number of capture points has been fixed. 6/9/2017 Build Update: The ship Transit Phase cinematic will now correctly be shown any time a new ship enters into the map. Ships entering the map will no longer appear on the map before the transit cinematic plays. The arrangement of the command buttons for AI controlled ships has been change to a diamond pattern for better use of the space available. The tab for opening and closing the chat window has been repositioned to make reopening the window easier. The chat window for Combat and Freeflight has been repositioned so it does not cover up the ship description text for the Transit Phase cinematic. The text will now correctly fill the resized chat window for combat and freeflight. Mines detonating themselves will no longer prevent the capture of a map if there are no other structures present and the capture point requirement for the map is reached. When a mine detonates it will now correctly have its hull points reduced to 0. This addresses a situation where mines would reappear in sectors after the server restarts. Structures will no longer be placed on a map if they were set to occupy the same location as a map entity. This addresses a rare case where a structure would appear on the map but couldn’t be fired upon and would not appear in the turn order. The turn bar will now correctly show a checkmark for player ships that have finished their allocation or are warping out. On the shipyard ship details screen the shield system will now display the power ratio required for each power increment. Nebulae will now correctly block scanners beyond the 4 hex visual range. This means enemy structures or ships cannot be detected or locked on past 4 hexes if there is a nebula between the two ships. This change also means detection and locks will be broken if a ship moves through a nebula beyond the 4 hex range. Sensors will continue to be disabled while inside a nebula, and cannot be powered during allocation. Ships will now receive damage for each radiation node they pass through in a map. The support ship toggle in the shipyard will now only be displayed when the player has one of the support ship skills. 6/9/2017 Build Update: The Fleet Commander skill is now available. This skill allows the player to have a secondary or tertiary combat ship will follow you around the galaxy that will attack enemy ships. When the player acquires the now available Captain Skills called Fleet Commander I & II they will be able to toggle one or two combat ships to take into the galaxy. Go to the Shipyard, set the Role filter to Combat Ships, then requisition the Combat Ship you want. Then go to the Space Dock and toggle the checkbox next to the Combat tag on your ship selection. AI Changes AI controlled ships will be better at finding other ships. AI ships will no longer fire their weapons across the map. Now they will fire based on a threshold for their hit chance. This is to prevent the bots from closing the distance with other ships. General If a Captain or Officer does not meet the required level for a skill the game client will now display a notification. Fixed an issue where AI following ships would not appear if you enter a map next to a map object. Addressed an issue where the client was spamming the server with ShipyardGetOfficersMessage requests. There have been many AI adjustments made to accommodate the Fleet Commander skill that may not be noticeable by players. The majority of development time has been spent debugging the Fleet Commander functionality 6/9/2017 Build Update: The AI will now be more effective at allocating power to prevent situations where they are unable to move. The AI will now partially power systems when it makes sense. This helps with situations where it uses too much or too little of its available power. The AI will now make sure they're actually in the map before attempting to repair. The AI will now avoid radiation environmental hazard instead of ignoring the danger they pose. The Support and Combat ship command buttons will now correctly show the state of the currently selected command for the selected ship. The visual and sound for Maalaketh beam weapons have been updated to better convey the intensity of their effect. Fixed an issue that would sometimes cause the player to remain on the loading screen indefinitely when entering into a Skirmish match. Fixed an issue that would cause ships to not properly be detected when they reenter a map. While in Freeflight the player and all of their Support & Combat ships will now warp out at the same time. Improvements have been made to better randomize the starting location for ships.