Changelog
What's new in Pilgrims
TRAILS v3, Fragment Bonds, Signal Phase 2 Ship
The biggest single-day ship of the year. Trails fully rebuilt, fragment bonds turn into permanent gameplay, signal cinematic lands.
TRAILS v3 — Antipode Methodology
- 4 deterministic cardinal chains per base — every captain now has N/S/E/W chains computed by constrained Dijkstra to their antipode landmark
- Active direction selector — pick a chain on /crew; drones, crew, ARIA, and Robot all build segments of your active chain
- Conservation migration — every captain's existing trail km migrated with zero drift; nothing lost
- Off-chain expedition speed bonus removed — chains are THE trail system now; expeditions use them, never mutate them
- Per-source attribution — chain rows track Captain / Scientist / ARIA / Drone / Robot km separately for the trail summary modal
Fragment Bonds Get Real
- Bond Bonus picker — every bonded fragment lets you choose ONE permanent +5% bonus from a 6-slot menu (SV, expedition speed, depot build speed, shards/hr, vehicle range, discovery rate)
- Max 3 picks per captain, no duplicates, picks survive everything
- Bonuses flow through the universal effects aggregator — they stack with upgrades, infra, tech, scientist stats, and bonds
Signal Phase 2 Cinematic
- Signal Claim cinematic — full-screen reveal when you complete a signal_claim expedition
- Puzzle fragments — collect Origin Site fragments with whisper text + decoder terminal
- Bond fragment hint — your first bond's tx hash now seeds the decoder for every Signal entry
Bug Fixes
- Unlimited SV accumulation — signal-network SV bonus was riding on shard-building reset clock; now tied to SV-building reset (#1426)
- Shard Rush button missing — infrastructure Lv2+ upgrades now route to the right catalog so the rush button shows for ALL builds, not just first builds (#1427)
- Build Time display mismatch — modal now shows the same discounted figure as the card row (the build was always discounted, only the display lied) (#1425)
- Active Bonuses panel — /expeditions now shows up to 14 active bonus chips, not just Comms Array (#1419)
Depot Recalibration + Signal Phase 2 Spec
Mars-realistic build times, Maintenance Drone gets a real job, Base page overhaul, Signal Phase 2 design locked.
Depot Recalibration (#1270)
- Mars-realistic build times — early tiers in days, mid-game in weeks, late-game in months
- Maintenance Drone — now grants passive +5/+10/+15% build speed across all upgrades
- Scientist Engineering — high-ENG scientists shave significant time off every build
- Build complete clarity — recently-completed builds now surface in a rich modal on /depot landing
Base Page Overhaul (#1317)
- Refactored into smaller focused panels: shard generation, SV income, building queue, recent activity
- Record SV button moved to Base for one-click claiming
- Effective rate breakdown now shows EVERY contributing source
Foundations
- 1000-line file cap (#1328) — split 17 oversize files into focused modules; codebase is sustainable again
- Signal Phase 2 design (#1276) — fragment cinematic + puzzle terminal + decoder spec locked with Luke
- Trail Take 3 (#1399) — tipped over into the v3 antipode rewrite that shipped a week later
UI Polish Wave + Expedition Trust Fixes
Decimals out of the ribbon, expedition circle finally accurate, "Shard Some" returns.
UI Polish
- No more decimals on Shard / SV ribbon (#1122) — clean integer counts
- SV column on Confirmation buttons (#1131) — claim/extract now surfaces SV value before you commit
- Standardized "Shard" vs "Extract" wording (#1327)
Expedition Fixes
- Expedition Circle accurate (#1283) — range ring now matches the actual reachable distance
- Round-trip required (#1281) — expeditions complete on RETURN, not on arrival at the destination
- "Insufficient Funds" message (#1290) — explicit error instead of silent failure
- Shard Some items returns (#1125) — bulk-shard your stash again from the discoveries view
Workflow
- Brainstorm pages for Captain Stats (#21), Scientist Stats (#1108), Depot Recalibration (#1270) so design decisions happen in one place
- Lab summary box (#1286) — see at a glance what's researched without clicking each branch
- Tech time consistency (#1285) — research timers now match across pages
Robot Crew + ARIA Hype Returns
Fourth crew slot unlocked via legendary discoveries. Shard timing nailed down. ARIA gets her hype-man voice back.
Robot Crew Member (#1147)
- Forge a Robot — your scientist can build a 4th crew member from legendary discoveries
- Exploration dial — Robot contributes to expeditions OR trails based on the dial setting
- ARIA Autopilot brainstorm (#1145) — design page for AFK colony management started
Shard Timing Fixed
- Effective rate accuracy (#1109) — Effective Rate section surfaces every contributing source
- Discovery generation (#1107) — long expeditions now find appropriate loot; cargo limits enforced
- Shard value calibration (#1126) — discovery values rebalanced for late-game pacing
ARIA Improvements
- PilgrimBot timeouts cut (#1110) — admin chat reliability massively improved
- Hype-man voice (#1115) — PilgrimBot's tone restored to celebratory after going flat
- ARIA knows about trails (#1027) — chat can answer trail questions accurately
- Better expedition return message (#1091)
Bug Tracker Overhaul + SV Economy
Excel sheet retired. PostgreSQL bug tracker live. SV economy + scientist stats locked in.
Bug Tracker (now in /admin/bugs)
- Native PostgreSQL tracker — bugs, history, comments, screenshots all in-database
- Sort by Date Created (#1031), Status labels (#1037), Ready For Dev status (#1086)
- Rename/retitle bugs (#1040), screenshot port from Google Sheet (#1038)
- PilgrimBot bug queries (#1074) — admin chat can pull all your shard generation, bug status, etc.
SV Economy + Captain Stats
- Shard Generator math (#1039, #1242) — generation rate calculation reliable across pages
- Shard It All credits balance (#7) — bulk extraction now correctly adds shards AND SV
- Drone base speed (#1050, #1082) — vehicle stats restored from the catalog
- Environmental Impact line (#1030) — generation rate UI shows env multiplier
Foundation Fixes
- ARIA Bond stuck in pending (#1046) — bonds now complete cleanly on landmark visit
- Expedition discoveries credit balance (#1045) — shards from claims now hit the wallet
- Sol number in ARIA photo journal (#4) — first appearance of in-game time dating
Depot & QoL Improvements
Richer upgrade info, smarter ARIA, and a pile of fixes across the colony.
Depot Upgrades
- Richer Depot Cards — Cards now show all effect stats (night generation, expedition slots, discovery bonuses, generation multipliers)
- Full Upgrade Path Modal — Every level now displays its effects, not just name/cost/build time
- Habitat Module — Expedition capacity now properly scales with Habitat level (1-6 slots)
ARIA Intelligence
- Research Page — ARIA now knows your SV balance, branch levels, and active research
- Colony Page — ARIA now knows your infrastructure, vehicles, and build queue
- Base HQ — ARIA now knows your active expeditions, crew missions, and generation rates
- Depot Page — ARIA now knows your build queue capacity and infrastructure levels
Bug Fixes
- Research Times — Lab page now shows full precision (days, hours, and minutes)
- Map Centering — Crew/Trails map now centers on your base, not Andy's Town
- Briefing Persistence — Dismissed briefings stay dismissed until new activity arrives
- Legacy Migration — Old shop purchases automatically convert to the new upgrade system
Signal & Expeditions
Signal brainstorm page, expedition signal system, colony page fixes.
Changes
- Signal Brainstorm Page — New page for exploring The Signal storyline
- Expedition Signals — Signals re-integrated into expedition system
- Colony Page Fix — Fixed layout and rendering issues on colony page
- Lab Page Cleanup — Cleaned up research/lab interface
EVA Suit & ARIA Improvements
Simplified EVA Suit, depot build queue visibility, and ARIA anti-hallucination.
Changes
- EVA Suit Simplified — Now boosts exploration stat only (+1% per level, up to +10% at Lv10)
- Depot Build Queue — Active builds now show names and live countdowns in header
- Depot Stats Display — Added stat previews and unlock reasons to depot cards
- ARIA Anti-Hallucination — ARIA no longer invents data she doesn't have; added clear history button
- ARIA Scientist Context — ARIA now aware of scientist assignments and stats
Depot Full-Stack Redesign
Depot completely rebuilt with upgrade paths, infrastructure, live build timers, and activity filters.
Features
- Depot Redesign — Full-stack rebuild with upgrade cards, modals, and progression paths
- Infrastructure in Depot — All 13 buildings now upgradeable through the depot
- Live Build Timers — Countdown timers on building buttons with cache-busting
- Activity Filters — Colony activity feed now filterable by event type
- Changelog Page — Added this page, accessible from profile dropdown
- Simplified Menu — Cleaner user dropdown navigation
Bug Fixes
- DB Deadlock — Fixed database connection pool deadlock during concurrent upgrades
- Tech Research Conflict — Added unique index to prevent duplicate research entries
- Depot Countdown — Fixed duplicate JS variable causing timer issues
- Colony Images — Fixed image rendering for upgrades on colony page
Economy Redesign
Complete overhaul of progression systems with balanced 10-level upgrades across all categories.
New Systems
- 10-Level Depot Upgrades — 11 upgrade paths with 10 levels each (110 total upgrades)
- 10-Level Tech Tree — 4 research branches with 10 levels each (40 total techs)
- 10-Level Infrastructure — 13 buildings with 10 levels each (130 total structures)
- Prerequisite Gating — Advanced buildings unlock when earlier buildings reach certain levels
Pricing & Balance
- 1.12x Multiplier — All upgrades use industry-standard 1.12x cost scaling per level
- 14-Day Build Cap — Maximum build time capped at 14 days for any upgrade
- 3-7 Day Payoff — Income-generating upgrades pay for themselves in 3-7 days
- Sepolia Shards Everywhere — Unified currency naming across all UI
Endgame Buildings
- Regolith Forge — Unlocks at Refinery Lv7, generates 50-257 shards/hr
- Resonance Chamber — Unlocks at Forge Lv5, generates 75-386 shards/hr
- Thermal Vent Tap — Unlocks at Resonance Lv5, generates 100-515 shards/hr
- Monolith Antenna — Unlocks at Thermal Lv5, generates 125-643 shards/hr
Bug Fixes
- Fixed tech research database conflict when upgrading
- Fixed blockchain reward validation for tech completions
- Wired life_support_cost_mult effect to expeditions
- Fixed trail system routing and connectivity
- Major codebase refactor — reduced file bloat
Codebase Refactor
Full-stack refactoring from monolithic files into small, focused modules.
Changes
- Templates split from 2000+ line files to under 300 lines each
- CSS extracted to external files (core.css + per-page styles)
- JavaScript extracted to external files with PAGE_DATA bridge
- Python utilities modularized into focused files under 1000 lines
Initial Launch
Pilgrims launches with core gameplay loop.
Features
- Expedition system with destinations across Mars
- Discovery collection and analysis
- Crew management with Captain, Scientist, and ARIA
- Trail network construction
- Infrastructure building
- Blockchain-backed Sepolia shard economy