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BattleFleet Mars v1.20.0 — BATTLEFLEET MARS — CHANGELOG

BATTLEFLEET MARS — CHANGELOG VERSION 1.20.0 — September 27, 2026 - Added Income breakdown beside Resources, showing owned-site base production, local losses, embargo reduction, difficulty adjustment where applicable and the actual current event adjustment. - Every displayed adjustment reconcile...

What’s new in BattleFleet Mars v1.20.0

BATTLEFLEET MARS — CHANGELOG

VERSION 1.20.0 — September 27, 2026
- Added Income breakdown beside Resources, showing owned-site base production, local losses, embargo reduction, difficulty adjustment where applicable and the actual current event adjustment.
- Every displayed adjustment reconciles with the existing production and income rules, including rounding and event clamping. Simultaneous sabotage and blockade do not double-count lost production.
- Site contributions are sorted by largest local loss, then current output. Inspect site returns directly to the relevant body for follow-up command.
- The report shows current treasury and a clearly conditional balance after one unchanged income payment with no further spending. Empty production is explicitly handled.
- Corrected Income next turn labels in the sidebar and Situation report to Income at current conditions. Current-state calculations are not guaranteed forecasts because captures, sabotage, Assembly effects and events can change before collection.
- Viewing or inspecting changes no orders, resources or random state. Gameplay rules, save format 2 and storage keys remain unchanged; saves from v1.1.0 through v1.19.0 remain compatible.

VERSION 1.19.0 — September 26, 2026
- Added Compare ship effects to every technology in Develop. The preview shows affected friendly ship classes without and with the selected technology, keeping other active technologies constant.
- Changes to hull, lasers and missile equipment are shown explicitly. Class unlocks are labelled, while classes still requiring another technology remain clearly marked as unavailable.
- The preview explains that existing ships are not retrofitted; commissioning uses then-active technologies, including for ships already under construction. Build costs and durations are shown unchanged.
- Funding controls show exact spending, remaining balance and whether funding will finish. Fully funded technology shows its next-turn activation; active technology remains available for comparison without another funding action.
- Investing from the preview uses the existing research rules and refreshes the report. Viewing alone changes no ships, orders, resources or random state, and enemy research never affects the displayed comparison.
- Gameplay rules, save format 2 and storage keys remain unchanged; saves from v1.1.0 through v1.18.0 remain compatible.

VERSION 1.18.0 — September 26, 2026
- Added Compare interceptor options in Operational Intelligence for every detected eligible enemy transit, including contacts beyond the earlier five-item ready-opportunity summary.
- The comparison considers all friendly fleets at rest, including fleets with existing orders. Feasible candidates appear first, ordered by earliest meeting and then combat strength.
- Each candidate shows meeting turn, burn, fuel reserve or shortage, combat factor versus the target and the exact rule reason if interception is unavailable.
- Existing hunter orders are explicitly labelled as replaced. Combat factor is presented as a comparison, not a guaranteed battle outcome.
- Order intercept commits the selected hunter through the existing rules and selects it for follow-up command. The action rechecks contact detection and feasibility before replacing orders.
- Undetected contacts, friendly fleets and already matched transits cannot be used as targets. Previewing changes neither orders nor the random stream.
- Existing quick-intercept suggestions remain available. Gameplay rules, save format 2 and storage keys are unchanged; saves from v1.1.0 through v1.17.0 remain compatible.

VERSION 1.17.0 — September 26, 2026
- Added Review tactical orders beside the round controls, giving one board for every active friendly ship's hull, thrust, laser target, missile orders and fighter-launch intent.
- All ships, Unplotted, Movement warnings and Weapon checks filters include counts. Edit ship returns directly to that ship's plotting controls.
- Movement warnings reuse the existing three-dimensional rock/exit forecast. Weapon checks identify inactive targets, projected out-of-range lasers, obstructed laser lines and inactive missile targets.
- In-range unobstructed laser targets show estimated per-laser hit chance under the enemy-drift assumption. Automatic break-off is identified as recalculated at execution rather than a fixed plot.
- Review includes only the current commander's active ships. Hidden enemy plots do not influence estimates, and enemy ships have no edit controls.
- Opening, filtering and selecting from the board neither alters orders nor executes the round and does not create an undo entry. Existing plotting and undo controls remain unchanged.
- Gameplay rules, save format 2 and storage keys remain unchanged; saves from v1.1.0 through v1.16.0 remain compatible.

VERSION 1.16.0 — September 26, 2026
- Expanded the fleet roster with literal, case-insensitive search by ship name, ship class, current location, travel destination or assault site. Search combines with the active fleet filter.
- Added Needs service for fleets missing any hull, fuel, missiles or fighters, and Boarding parties for fleets carrying assault troops, including those underway.
- Added sorting by location, combat strength, speed or lowest fuel. Stable fleet-id tie breaking keeps equal entries predictable without rearranging game state.
- Roster rows now show representative ship names, speed, fuel and boarding strength, making fleets easier to identify and compare.
- Filter buttons expose selected state and whole-force counts; matching counts and empty-state guidance explain the current view. Reset roster clears search, filter and sort together.
- Search text clears for new games, save reload and hotseat orders handover. All roster calculations are limited to the current commander's fleets and never alter orders, resources or the simulation.
- Core rules, save format 2 and storage keys remain unchanged; saves from v1.1.0 through v1.15.0 remain compatible.

VERSION 1.15.0 — September 26, 2026
- Added Search dispatch archive beside strategic dispatches. Search retained reports by literal text, exact turn, and All visible/Public/Your private scope, newest first.
- Search trims whitespace and ignores case; filters combine, Reset restores all visible reports, and Enter submits a search. Matching and visible-report counts clarify the results.
- The archive clearly states the existing 220-entry global retention limit. Enemy private messages are excluded before searching or counting, preserving hotseat privacy. Report text is HTML-escaped.
- Fixed end-turn dispatch extraction after rolling-log truncation. A retained entry marker replaces absolute array indices, so new reports remain visible when old entries roll off the front.
- Removed the premature 30-entry slice from summary extraction. If the marker itself ages out, all retained newer entries are eligible; a recent-turn fallback handles resumed resolution without the in-memory marker.
- Search and preview are read-only. The log retention policy, gameplay rules, save format 2 and storage keys remain unchanged; saves from v1.1.0 through v1.14.0 remain compatible.

VERSION 1.14.0 — September 26, 2026
- Added Readiness & resupply for selected friendly fleets, including fleets underway. It counts damaged ships, ships below full fuel, and ships with depleted missiles or fighters.
- Each ship shows current hull, fuel and weapons beside capacity. Stationary fleets also see an exact one-upkeep projection conditional on remaining at the current location with unchanged ownership.
- Local service distinguishes full shipyard restoration, ice-site refuelling, ordinary friendly-site repair/refuelling and trickle-only refuelling. The Jovian refuelling bonus is included.
- Reachable friendly service destinations are listed fastest first, with current service facilities, arrival turn, burn and reserve. Order route commits through the existing movement validator and replaces current orders.
- In-transit fleets show no local upkeep or redirection options. Enemy fleet readiness is not exposed, and route commitment rechecks ownership to reject stale service destinations.
- Projections clearly explain that existing movement orders, combat and ownership changes can alter the result. Previewing changes no game state.
- All prior features remain available. Gameplay rules, save format 2 and storage keys are unchanged; saves from v1.1.0 through v1.13.0 remain compatible.

VERSION 1.13.0 — September 26, 2026
- Added Operations timeline to the strategic command footer, combining fleet transits, valid pending travel orders, construction due dates and funded research activation into one chronological view.
- Events are grouped by turn with calendar dates and relative timing. All events are shown without the five-item limit used in earlier summary panels.
- All, Fleets and Industry filters include counts. Fleet events select the corresponding fleet, construction opens Yards, and research opens Develop.
- Pending orders are explicitly marked as planned. Invalid travel orders are excluded from scheduled arrivals; a Review pending orders link lets the commander inspect and repair them.
- Delayed ships are labelled as launch rechecks. Blocked or lost yards carry current-condition warnings instead of implying guaranteed commissioning.
- Enemy entries are restricted to detected transits. Enemy pending orders, construction and research are never included, including in hotseat views.
- Event navigation rechecks the current timeline before acting, refreshing if an entry is no longer available. Opening, filtering and closing the timeline do not advance or mutate the game.
- Core rules, save format 2 and storage keys remain unchanged; saves from v1.1.0 through v1.12.0 remain compatible.

VERSION 1.12.0 — September 26, 2026
- Assault orders now open a briefing before commitment. It explains boarding parties, gun support, attack strength and effective site defence, including shaken garrisons.
- The capture forecast lists every possible attack die, its attack value and outcome, plus the count and percentage of successful rolls under the current conditions.
- Return-fire ranges distinguish capture from repulse and explicitly warn that a successful assault can still damage or destroy ships.
- The briefing identifies detected orbital opposition and explains that an assault only executes if no enemy fleet remains after battles. On-arrival forecasts warn that travel, combat losses and garrison changes can alter the result.
- Fleets without boarding parties can inspect the briefing and see the rejection reason; commitment is disabled. Committing always rechecks the existing order rules.
- Viewing or cancelling changes no game state or random stream. Existing assault orders can still be cancelled directly, and movement orders remain intact when adding an assault.
- All prior features remain available. Gameplay rules, save format 2 and storage keys are unchanged; saves from v1.1.0 through v1.11.0 remain compatible.

VERSION 1.11.0 — September 26, 2026
- Fleet splits and merges now open a formation review before commitment, showing ship count, combat factor, speed, reaction-mass range and boarding strength.
- Split review compares the selected fleet with the remaining and detached groups. It explains that the remaining fleet retains its orders while the detached fleet starts without orders.
- Merge review compares both original groups with the combined fleet, and explicitly identifies retained orders and the merged-in fleet's orders that will be removed.
- Existing order validators recheck the resulting formation and warn about problems such as insufficient reaction mass for a retained route or missing boarding parties for an assault. Retained travel plans show their recalculated arrival/meeting turn and burn.
- Reviews simulate the existing split/merge rules on an isolated state copy. Previewing and cancelling change no orders, ship assignments, random state or identifiers. Committing rechecks eligibility and calls the original rules.
- Invalid, opposing, in-transit and incompatible fleets cannot be reorganized through the review. A successful split selects the detached fleet for new orders.
- All prior planning, targeting and tactical undo features remain available. Core rules and save format 2 remain unchanged and compatible with v1.1.0 through v1.10.0.

VERSION 1.10.0 — September 26, 2026
- Research investment buttons show the actual RP spend after accounting for available funds and remaining cost. Tooltips show the resulting balance, and partially affordable completion is labelled Invest available rather than Finish.
- Fully funded research is explicitly marked Funded with its next-turn activation date instead of appearing indistinguishable from active technology.
- Shipyard cards show earliest completion turn, balance after an affordable build, or the RP shortfall. Current enemy orbital presence is called out as a launch blocker without preventing construction.
- Build queues are sorted by due turn. Delayed ships show the next launch check, captured yards explain the loss risk, and available cancellation buttons show the refund. Existing cancellation availability is unchanged.
- Compare laser targets lists active enemy ships, stations and fighters with projected range, relative speed, obstruction and estimated per-laser hit chance. Usable shots appear first, followed by hit chance.
- Forecasts share the selected-target fire-solution calculation and assume enemy drift; hidden enemy plots never affect the comparison. Automatic break-off is identified as unsuitable for a fixed-plot forecast.
- Select a laser target directly or return to automatic targeting. Both actions integrate with tactical undo and preserve missile and fighter commands.
- Strategic, combat, production, AI and victory rules remain unchanged. Save format 2 and storage keys remain compatible with v1.1.0 through v1.9.0.

VERSION 1.9.0 — September 26, 2026
- Added Review pending orders to the strategic command footer. It lists every stationary friendly fleet with movement, interception or assault orders, plus arrival/meeting turn, burn and remaining reaction mass where applicable.
- The review rechecks each order using the existing rule validators on private fleet copies and explains orders that have become invalid. Reviewing never changes orders or the random stream.
- Edit jumps to the selected fleet. Cancel orders removes that fleet's pending instructions and refreshes the review immediately. Enemy orders and fleets already in transit are excluded.
- Added Undo plotting (U) for the most recent 20 tactical command changes in the current round. Restores thrust plots, laser and missile targets, fighter-launch orders and break-off settings.
- Bulk Re-plan all and Auto-plot unplotted can be undone as single edits. Selecting ships and viewing warnings do not create undo entries.
- Undo history is temporary and clears on round execution, hotseat handover, battle changes and save reload. It never reverses resolved combat, resource spending or enemy orders.
- All v1.8 planning aids remain available. Strategic and tactical rules are unchanged; save format 2 and storage keys remain compatible with v1.1.0 through v1.8.0.

VERSION 1.8.0 — September 26, 2026
- Compare routes: select a stationary fleet and compare all destinations, ordered by reachability and travel time. See arrival turn, burn, remaining reaction mass, and exact reasons a route is unavailable. Order a route directly from the comparison.
- Route previews use the existing order validator on a private fleet copy, preserving current orders and the random stream. Committing a route replaces that fleet's orders and rechecks legality.
- Tactical movement preview shows next position and velocity, rock-crossing damage, and departures beyond the display boundary using the existing 3D movement geometry.
- Plot Review now catches hazardous explicit plots as well as unplotted ships. Select a warning to return to that ship, revise plots, or explicitly accept and execute. Hotseat review exposes only the current commander's ships.
- Brake (X) spends available thrust opposing velocity without reversing an axis; weapons and other ships' plots are preserved. Brake is a momentum control, not an automatic obstacle-avoidance command.
- Break-off courses are labelled as recalculated automatically rather than given a misleading fixed preview. Laser estimates explicitly assume the target drifts.
- Keyboard Drift and Auto-plot now clear Break off, matching their buttons. Corrected the static version badge.
- Strategic movement, combat, production, AI and victory rules are unchanged. Save format 2 and storage keys are unchanged; compatible with saves from 1.1.0 through 1.7.0.

VERSION 1.7.0 — September 26, 2026
- Operational Intelligence now shows inbound enemy fleet strength beside friendly orbital strength already at the threatened destination.
- Ready intercept opportunities are limited to fleets still awaiting orders and can be issued directly from the Intel tab with one click; the display includes meeting turn, burn, and relative fleet factors.
- The Situation Report can jump directly to Operational Intelligence whenever a threat or ready intercept exists.
- Tactical combat adds Best Laser Target (B), choosing the most useful in-range target from the ship's projected position.
- Tactical plotting adds Auto-plot Unplotted and a plot-review warning before a round executes while ships are still set to drift.
- Re-plan All replaces the older Auto-plot All label to make its destructive effect on existing plots explicit.
- No strategic or tactical combat rules changed. Save format 2 remains compatible with versions 1.1.0 through 1.6.0.

VERSION 1.6.0 — September 26, 2026
- Added fleet command filters for All, Awaiting Orders, Ordered and In Transit, with live counts and a compact command-readiness summary.
- Expanded the Situation report with a Command Outlook showing detected inbound threats, catchable enemy transits, ordered friendly fleets and fleets already underway.
- Cleaned up strategic keyboard handling by removing a duplicated G-key branch.
- Strategic and tactical rules are unchanged. Save format remains 2 and stays compatible with saves from 1.1.0 through 1.5.0.

VERSION 1.5.0 — September 26, 2026
- Operational Intelligence: inbound detected enemy fleets targeting your sites are summarized in the Intel tab.
- Intercept Opportunities: catchable enemy transit fleets now show a suitable interceptor, meeting turn and burn requirement.
- Tactical target cycling: Next Target / T cycles hostile ships and stations by projected range.
- Strategic map: G recenters on the selected fleet.
- Save format unchanged and compatible with 1.1.0 through 1.4.0.

VERSION 1.4.0 — September 26, 2026
- Added Orders Review before turn execution when friendly fleets still have no movement, assault or intercept order; jump directly to any listed fleet or end the turn deliberately.
- Added a projected tactical Fire Solution for a selected laser target, showing range, obstruction by asteroid rock and estimated hit chance after the current thrust plot.
- Added tactical plot-readiness feedback and a Next unplotted control; press P to cycle through ships that still have no explicit plot.
- Save format is unchanged; saves from 1.1.0 through 1.3.0 remain compatible.

VERSION 1.3.0 — September 26, 2026
- Added a Situation report with a concise strategic summary of Will, Assembly opinion, resources, forces, sites, objectives, arrivals, construction and unissued orders.
- Added an order-readiness footer with a Next idle button, making it easier to finish a turn without missing fleets.
- Added S (Situation), ? (Help) and M (Menu) keyboard shortcuts.
- Integrated the new illustrated cover into the in-game start screen and polished responsive presentation.
- Save format is unchanged; 1.1.0 and 1.2.0 saves remain compatible.

VERSION 1.2.0 — September 24, 2026
- Interception: a fleet at rest can intercept a detected enemy fleet in transit. Hovering the enemy counter while setting course shows the intercept rule (meeting turn and burn); the Fleets tab lists every catchable contact. The fleets fight in deep space, with no stations and no retreat, and the pursuer then travels on with its quarry.
- Rock at the asteroids: battles at Vesta, Ceres, Pallas and Hygiea are fought among drifting rock that blocks fire, grazes hulls and swallows missiles and fighters.
- The machine commanders intercept fleets bound for their sites when they can catch and beat them.
- Balance re-measured with interception: Consortium starting Will lowered in The Seizure and War in the Belt.
- Saves from 1.1.0 carry over: the save format is unchanged. Saves from 1.0.0 remain unreadable.

VERSION 1.1.0 — September 24, 2026
- Two players: a hotseat mode for two commanders at one screen, with hidden orders and tactical plots and a veiled hand-over between them.
- Reaction mass: every ship carries a limited burn in AU; the transit rule shows the burn against what the fleet carries and refuses a course it cannot make. Yards and ice sites refuel fully, other stations by half, doubled for the side holding the Jovian Skimmer.
- War record: a chart of both sides’ Will, Assembly opinion and production, turn by turn, in the Intel tab and on the end-of-war sheet.
- Arrivals board: every fleet in transit you know of, by arrival turn.
- Enemy commissions, developments and arrests are no longer reported to the other side.
- Balance re-measured with reaction mass: Tharsis defence 14 ? 17, starting Will and purses retuned for The Seizure and War in the Belt.
- Saves from 1.0.0 cannot be read by 1.1.0 (save format 2 adds reaction mass): start a new war.

VERSION 1.0.0 — September 24, 2026
- Initial Tronsoft Games release.
- Strategic map of the inner Solar System, Mercury to Jupiter, with the planets on their real orbits and distance-measured movement.
- The transit rule: arrival turn and lead point worked out to where the destination will be.
- The two-plane tactical display: plan and elevation boards, vector movement in three dimensions, lasers, homing missiles, point defence and carrier fighters.
- The strategic table, fitted to computer-played tactical battles, with a printed Battle Record.
- Victory by Will: production, blockade, captures, agents, propaganda and the Terran Assembly.
- Eleven sites, seven ship classes, four weapons to develop during the war.
- Three scenarios (The Seizure, War in the Belt, The Phobos Crisis) and three opponent ranks.
- Automatic saving, pause menu, pan and zoom, keyboard controls, reduced-motion support.
- Synthesised sound with separate music and effects volumes.
- Illustrated PDF manual and HTML tutorial.
Genre
Game
Developer
Tronsoft Games
Engine
Standard
Version
1.20.0

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