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Template:Update history/relay-network

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Revision as of 23:48, 2 November 2026 by MangoBot (talk | contribs) (Backfill version history)
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Release date Update Changes
October 31, 2026 v2026.10.31
  • install several XenoServer modules into a Relay bay up to its free slots.
August 28, 2026 v2026.08.28

Improvements

  • Relay page keeps its buy, store and research buttons visible while the bay list scrolls, matching Farm page.
  • Relay status section is pinned to the top, matching Farm page as well.

Bug Fixes

  • Relay bays now unlock in a fixed order: Mint → Refinery → Cooling → Recovery. Only the next bay is offered, so you won’t be choosing between two at once.
  • If you already own Recovery without Cooling, Cooling will be offered next.
August 19, 2026 v2026.08.19
  • DX Coolant is available for 250 Salvage each. There’s a daily purchase limit that grows with your total module levels (capped at 5,000 per day).
August 17, 2026 v2026.08.17.2
  • You can now level up modules from the grouped module list even without Batch Operations research if that group contains a single module.
  • “Lv +” buttons now dim when you can’t afford the next level (even after auto-crafting), so you can see at a glance which modules you can actually upgrade.
August 16, 2026 v2026.08.16
  • The Relay Network status box is now a set of bars to match the overall feel of the whole page.
August 14, 2026 v2026.08.14.2
  • Classic theme Relay module rows use their original lighter blue-purple background again, so the old look is back.
August 9, 2026 v2026.08.09
  • Relay Network usages are now shown in Used to Purchase / Upgrade / Research item modal sections.
August 3, 2026 v2026.08.03
  • Mint, Cooling, Refinery and Recovery bay leaderboards now include players who own just 1 module.
July 29, 2026 v2026.07.29
  • levels 1000 and up that list two XenoServers will now actually give two XenoServers.
  • those missing XenoServers have been granted to your account automatically.
July 20, 2026 v2026.07.20.2
  • Adds a Relay section to the right-hand action sidebar with a compact card for each of your relay bays.
  • Each card’s bar shows that bay’s input (fuel/items) level.
  • Clicking a card jumps to the Relay page with that bay opened.
  • Every card has a refuel button that opens the same deposit popover used on the Relay page.
  • Overclockable cards also have an overclock (🚀) button.
  • You can toggle the whole section under Settings → Sidebar → 📡 Show Relay, and reorder it like the other sidebar sections.
July 9, 2026 v2026.07.09.2
  • Tapping the relay overclock ⚡ badge no longer shifts the sidebar or hides menu actions on mobile.
July 7, 2026 v2026.07.07
  • The Relay tab (with Bay Telemetry researched) now shows a status badge: warnings for stalled/short-for-cooling bays, a countdown to the next overclock window, or a ⚡ when a bay is ready for it.
June 27, 2026 v2026.06.27 – Update 2
  • You can now find museum collectibles while playing through the Relay: when you claim a bay output, level a module, buy an upgrade, unlock a bay, or unlock research.
June 22, 2026 v2026.06.22
  • New top-tier Relay Network node: Stellar Ascendant (🌌). It’s the completionist apex above Network Sovereign (or Government, as some call it).
  • Unlock requirements: Network Sovereign plus every bay’s module slots full and maxed (the Mint counts as full at 25 modules), plus a big salvage + materials cost. The node grants the Stellar Ascendant title when unlocked.
  • If the requirements ever change and the node re-locks, you’ll be refunded any materials no longer needed; re-unlocking only charges the difference if the cost rises.
June 18, 2026 v2026.06.18
  • /relay/setmode command now supports passing optional coolant amount as the last argument.
June 14, 2026 v2026.06.14 – Update 2
  • When you unlock a Relay Network apex node you now get a themed cosmetic preset you can apply: a name colour, a chat-message background, and an emoji — quick to apply, unlocked by research.
  • The Network Sovereign completionist node also unlocks an exclusive animated name effect and a special profile background.
  • You can apply these presets from the apex node in the research view or from the profile customization menu.
June 9, 2026 v2026.06.09
  • The “Use N coolant when overclocking” choice is remembered.
  • The action buttons for a bay (Mode, Coolant, Deposit, Craft, Allocation) now sit next to the bar they affect instead of all being at the top.
  • There’s no separate “effectiveness” bar anymore. Each output bar’s tooltip shows a clear breakdown: Base / bonus / heat taper / Net rate.
  • The heat tooltip now lists DX Coolant and overclock drift as their own lines for better transparency.
  • If Grid Resonance is enabled, the fuel and refinery basket bars will turn yellow once they drop below 50% threshold.
June 4, 2026 v2026.06.04
  • Relay bay cards now show clear timing and state info: remaining overclock time, cooldown end, and how long active DX Coolant will last on that bay.
  • A single clear Stalled badge replaces the older mix (hover it to see the reason), and new bars show mint fuel remaining and refinery deposit remaining.
  • DX Coolant can be active per bay (you can run coolant on mint and refinery at the same time), and the heat readout is now next to the bay name consistently on desktop and mobile.
May 31, 2026 v2026.05.31
  • The “Modules N / Y” line is now a toggle: collapse/expand the module list. There’s also a new ⚙️ module-count bar that switches the list between per-module rows and a grouped-by-level view.
  • Grouped view shows one row per level (e.g. “3 x Level 5”) with an aggregate stat tooltip and group actions (bulk level, bulk Pause/Run).
May 25, 2026 v2026.05.25
  • Relay bay panel state persistence. (Shadybliss)
    • Relay bay panels now remember whether they were open or closed when you leave and return to the page.
    • If a Refinery output is full, deposit is empty or fully consumed, that’s now called out directly in the bay header so you can spot it at a glance.
  • XenoServer waivers full Salvage cost for Mint. (TheDepartedOne)
    • Using a XenoServer on the Mint bay now waives the full Salvage cost (previously half was still charged).
    • On any other bay it continues to charge half the Salvage cost as before.
May 23, 2026 v2026.05.23
  • Relay UI overhaul. (Shadybliss)
    • The Relay Network screens got a visual refresh: more consistent game-themed colors across status panels, bay cards, module rows, and action buttons so things read cleaner at a glance.
    • Clicking a prerequisite link in research graph moves it to that prerequisite.
  • You can now apply DX Coolant to a bay that is in forced recovery to shave time off its recovery pool.
May 22, 2026 v2026.05.22.2
  • XenoServer changes. (TheDepartedOne)
    • You can again use XenoServers directly via special item modal.
    • You can no longer use XenoServers to push a refinery bay past its module slot cap.
    • If you already had a refinery bay with more modules than the current cap, the excess modules were removed and you were refunded what you spent.
May 21, 2026 Relay Network (Game Update)
  • Relay Network. (TheDepartedOne)
    • The Relay Network replaces Generators with a full system of bays, modules, heat, Salvage, and an account-wide research tree. Read the full launch post for the deep dive.
May 21, 2026 Welcome to the Relay Network
  • Generators are gone. The Relay Network is here.
  • For years, Generators were a passive BC faucet you bought, leveled, and forgot about. The Relay Network keeps that BC flowing, but now it also burns surplus inventory into a new material, runs hot under load, and gives you real decisions about how to push it.

TL;DR

  • Your old generators are decommissioned at launch and migrate one-for-one into Mint modules at the same level. You get a final BC payout.

What happens to your generators

  • Every legacy generator becomes one Mint module at the same level. A level-15 generator becomes a level-15 module.
  • Your DX Coolant stockpile is preserved. It now has a real job (see below).
  • One gate: to migrate, you first need to buy a Mint bay. Until you do, the Legacy Migration page tells you so. The first bay costs 50M BC. Once it is built, hit migrate and collect.

Bays, modules, families

  • The Relay Network is built around bays. Each bay holds modules of one family. You can own at most one bay per family.
  • Mint: produces BC. This is where your old generators end up.
  • Refinery: burns surplus inventory and outputs Salvage, the new relay material.

Heat, Coolant, Overclock

  • Heat dissipates passively when you switch to a cooler mode. DX Coolant gives you an instant temperature drop plus a temporary reduction in heat rate. The size of the drop scales with how many coolants you apply at once, one to five. Only one coolant application is allowed per overclock session, so you cannot stack them indefinitely.

Modules: crafting, leveling, pausing

  • Modules: crafting, leveling, pausing
  • Modules are the workhorses inside each bay. Crafting installs a new module at level 1, leveling makes that module pull more weight, and pausing takes a module offline without uninstalling it.
  • Crafting costs Salvage plus a basket of items, with the price climbing as your bay fills up. Two onboarding discounts soften the entry: the first 10 Mint modules cost no Salvage, and the very first Refinery module is also Salvage-free. New players can stand up a working Refinery before they have any Salvage saved up.
  • Leveling costs Salvage plus items per level, up to a max level of 15 in both families. The payoff is real:
  • A level-15 Mint module produces roughly 4x as much BC per minute as a level-1 module in the same slot. Salvage fuel consumption scales similarly if you choose to feed it.
  • A level-15 Refinery module’s throughput factor is also about 4x its level-1 value.
  • Leveling improves your heat budget in both families. Mint modules earn an outright heat discount at every fifth level. Refinery modules do generate more heat at higher levels, but throughput scales faster than heat, so the heat you pay per BC refined drops as you level up.
  • One thing to watch on Refinery stacks: each additional module contributes a little less throughput than the previous one, ranked by level. The bay still scales as you add slots, but the curve flattens. Once your stack is wide, leveling existing modules beats crafting new low-level ones.
  • Pausing lets you sideline a module without uninstalling it. A paused module contributes nothing to heat, fuel burn, output, or any buffer cap, but it still occupies its slot and can be leveled up while paused. Handy when you need to cool down a hot bay without dismantling progress, or to park spare modules until you decide what to do with them.

Idle window

  • Idle window
  • The whole network shares one idle window. The base is 12 hours and the Hypervisor perk adds 4 hours per level. The idle timer resets on any bay action, not just claims. Switching modes, depositing fuel, buying an upgrade, all of it keeps your bays earning.
  • Past the window, BC and Salvage accrual halts, heat dissipates at the regular rate as if bays were manually switched off. Come back, do anything, and you are back online.

XenoServer

  • XenoServer is now a universal module chassis. Using one installs a fresh level-1 module in the bay of your choice, waiving the item costs, charging only half of the Salvage cost. XenoServers also ignore your Refinery’s module cap, so they can install slots above the upgrade-derived limit. Mint has no cap anyway, so this matters mostly for Refinery players sitting at or near max capacity.

Trophies and leaderboards

  • Trophies and leaderboards
  • Three new lifetime stats now track for you forever: BC Minted, Salvage Earned, and BC Value Refined. Each has Daily and Weekly counters as well.
  • Six new leaderboards are live: daily and weekly versions of Salvage, BC Refined, and BC Minted. Top finishers in the Refined ladders get rewards directly:
  • Daily Refined: the top 10 split a DX Coolant ladder (1 up to 10 coolants, 55 total) plus a 666-Salvage lottery.
  • Weekly Refined: the top 3 each get XenoServers (1, 2, 3).

DX Coolant in your daily reward

  • DX Coolant is now a possible drop from the Exquisite Trunk loot pool. It is naturally rare given how the loot table works, but it will trickle in over time as part of your normal daily play.

The Relay Network Launch season

  • 6 new trophies: Initiate, Tinkerer, Engineer, Operator, Architect, Overcharged, at quest levels 100, 250, 500, 1000, 2500, 5000.
  • 3 new pet skins: Overclocked (hot, glowing), Signal (greenish-cyan phosphor), Static (washed-out CRT). Static at level 50, Overclocked at 100, Signal at 200.
  • 3 new pet auras: deepskyblue, magenta, white. Quest rewards only; not in the random Auralyzer pool.
  • DX Coolant drops at every quest level 25, scaling from 1 up to 10 per claim.
April 8, 2026 Relay Preparations
  • New item: Relay Frame. It’s intentionally non-tradable and cannot be listed on the market, so you’ll keep it in your inventory if you earn one. Will be useful soon.
January 16, 2025 Game Update (01-16-2025)
  • XenoServer, Golden Lariat Specials are now usable
December 16, 2024 The Boss Fight Update
  • New Specials: Fairy Ring, XenoServer, Golden Lariat, Forged Banknote
    • These are currently only obtainable as a Boss drop
    • These Specials are earnable in-game, but can’t be used yet…
December 5, 2024 The Quests Update: A Cold Start
  • New: DX Coolant
    • A seasonal Item that prevents Generator overheat when applied! As Generator overclocking is still in development, this item can’t actually be used for now