Dev log
How Keel works, one system at a time.
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Inside the 0.5.3.1 update
A tour of the ten 0.5.3 headlines, then the Keybinds tab and the code behind it.
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Reports, client and Discord
How a bug report travels from the in-game form to a Discord thread and a fix.
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From ore to hull
Industry end to end: ore, recipes, quality, copies and jobs.
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Marks, Notches, and Salt
The economy: the pay ladder, insurance, hull loss, the market and what Marks never buy.
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Three factions, one loop
Raiders, Sentries, Breakers and Humans: the rivalry, standing and the Enclave merchants.
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How a shot lands
Hex combat: lock time, hit chance, damage types, shield then hull, Brace, Jam and Clamp.
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One server decides
Server authority: the one-second snapshot, hits and sectors decided on the server.
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Art by script, colour by one file
How ship and icon art is made, and why the palette is the one colour source.
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Six Rifts that stay put
Six fixed wormhole-only maps matched to layers, their pay and their storm clock.
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Lighting a beacon
Titans: the beacon, the pocket, the guards and what a kill pays and costs.
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Charters and their structures
Roles, the Shard sum, the six structure modules and holding a structure.
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One fleet, four wings
Four wings and Main: per-wing stance and formation, orders by wing, berth on logout.
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Three waves, one warning
Incursions: the 60 second warning, the three waves and the single payout.
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Building a Dreadnought
The sixth hull class: the blueprint, the hangar, the three-day build and Siege.
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The map that will not sit still
Layer and Rift storms: the hourly rotation, the layout patterns and what a storm moves.
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