Historial de versiones de OG-E (OGame-Expeditions) - 25 versiones
OG-E (OGame-Expeditions) por Bartek
¡Ten cuidad con las versiones antiguas! Se suelen mostrar para pruebas y a modo de referencia.Deberías usar siempre la última versión disponible de un complemento.
Última versión
Versión 1.68.1
Lanzada el 6 de sep. de 2026 - 328,75 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- The alliance page works again. Podgląd, Interfejs, Komunikacja, Podania
and Klasy sojuszu all answered "An error has occured!" and stayed dead until
you reloaded the page. OG-E was the cause: OGame quietly keeps a second
session token just for the chat, spelled exactly like the main one, and OG-E
was mistaking one for the other and writing the chat's token where the rest
of the game reads its own. It now keeps them apart, and refuses on principle
to replace any token with one it cannot prove is newer. - A reloaded extension no longer floods the console. After updating or
reloading OG-E, every game tab that was already open kept logging a red error
on every single save. Those tabs are simply orphaned — nothing they do can be
saved until you reload them — so they now say that once, in one line, and
stay quiet. Genuine save failures are still reported as loudly as before.
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- The alliance page works again. Podgląd, Interfejs, Komunikacja, Podania
Versiones antiguas
Versión 1.68.0
Lanzada el 5 de sep. de 2026 - 328,61 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- The expedition heart counts your expeditions. A planet running two
expeditions now shows two hearts, three shows three — laid side by side and
half-overlapped, so a glance down the planet bar tells you which planets still
have a slot free without opening anything. More than three keeps the stack at
three and puts the real number in the tooltip.
- The starting planet no longer skews the colony histogram. The planet the
game hands you when the account is created is empty, so it looked exactly like
a freshly colonised one and went into the dataset — and being small, it pulled
the whole distribution down on a young account. It is not a planet anyone finds
or keeps, so it is not counted any more. Colonies already recorded are
untouched; this applies from here on.
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- The expedition heart counts your expeditions. A planet running two
Versión 1.67.0
Lanzada el 31 de ago. de 2026 - 328,03 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- Skip planets — tell the expedition wave which planets to leave alone. If
you keep a couple of planets for something other than expeditions, the wave
used to walk onto them anyway: they are under your per-planet limit all day,
so they look like the emptiest bodies on the list. The send was then refused
for no fuel or no ships, and the round stalled there instead of coming back
for its second pass over the planets that do fly. Settings → Expeditions →
Skip planets opens a list of your planets; tap the ones to leave out and
fold it away again. Both the button's own jumps and the automatic "next
planet" after a send respect it. - Standing on a skipped planet, one tap moves you on. However you got there
— clicking the planet yourself, an old bookmark, a jump from before you
excluded it — the button walks to the next planet that flies instead of
arming a send the server will turn down.
- The settings panel reads as a set of blocks. Section headings sit on
their own centred band, and the dashboard block now lines up with the panel
below it instead of running wider. - "Open Dashboard" is now "Open Dashboard & Settings" — some settings
(Galaxy-Scan, AlarmClock) live in the dashboard, and nothing said so.
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- Skip planets — tell the expedition wave which planets to leave alone. If
Versión 1.66.2
Lanzada el 30 de ago. de 2026 - 326,58 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- The expedition button no longer says "Sent" when the send was refused. If
the planet was short of deuterium, OGame turned the fleet down and showed its
own red "not enough fuel" — while OG-E reported a launch and the wave sat
there. It only ever checked that it had clicked the game's send button, never
what the game answered. Now it waits for the answer, and only a fleet that
actually left is called sent.
- A refused send tells you what happened, and the wave can carry on. No fuel
on this planet shows No fuel, and your next tap moves to the next planet
under your limit — the send is only missing here, so the rest of the round
still goes. Nothing moves on its own: the tap does it. - A refusal that is about the whole account stops instead. All fleet slots
or all expedition slots in use shows which budget ran out and stays put —
jumping to another planet would only repeat the same refusal there. Anything
OG-E cannot name keeps the old "Error" that you tap to restart cleanly.
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- The expedition button no longer says "Sent" when the send was refused. If
Versión 1.66.1
Lanzada el 29 de ago. de 2026 - 326,4 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- The Spyglass button's tooltip is back to just "Spyglass". It had grown a
sentence advertising the hold-to-dismiss gesture. The gesture stays exactly as
it is — it just no longer announces itself.
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- The Spyglass button's tooltip is back to just "Spyglass". It had grown a
Versión 1.66.0
Lanzada el 28 de ago. de 2026 - 326,44 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- "All sent" no longer stops the expedition button after one pass. With the
per-planet limit at 2 or 3, the button went round every planet once and then
declared the job done — on a 6-planet account that meant 6 expeditions sent
out of 12 slots. It was counting rows in the event ticker, and a freshly sent
expedition puts two rows there (OGame writes both legs of a two-way mission
the moment it launches), so a single expedition read as two and every planet
looked full. Expeditions are now counted per fleet, in every phase — flying
out, holding, and on the way home — so the limit means what it says and the
button keeps going until the slots really are gone. - The auto-jump after a send now respects the per-planet limit too. It was
reading a marker OG-E never draws (it belongs to another extension), so
without that extension installed every planet looked empty and the jump went
to whatever body came next in the list, however many expeditions it already
had. It now reads the same tally the button does. - Expeditions launched from a moon no longer trip the limit. On a moon page
the game marks the active row with a different class, which OG-E did not read
— so it fell back to comparing the account-wide expedition count against the
per-planet limit, and with the limit at 2 any two expeditions anywhere made
every moon look full.
- The "new neighbour" alert appears instantly instead of a second or two into
the page. The Spyglass button had to wait for the universe data and the
watch-list to load before it could tell you somebody had moved in next door,
so the alert blinked in late on every single page load. The count now survives
the reload, and the button paints it on the first frame. - Reading the news retires the alert — properly this time. Opening the
Spyglass tab was supposed to end the nudge, but the button kept pulsing for
another day afterwards. It now stops the moment you have seen who arrived.
New neighbours still light it up. - You can also dismiss it without opening the dashboard: hold the Spyglass
button for two seconds. For when you already checked the newcomer in the
galaxy view and just want the pulse gone. Same hold gesture as "skip this
planet" on the expedition and colony buttons.
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- "All sent" no longer stops the expedition button after one pass. With the
Versión 1.65.0
Lanzada el 26 de ago. de 2026 - 326,04 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- You can mute a player on "Who's spying on you". A neighbour you asked to
shoot your own satellites scans you first — and then sits at the top of the
list as a first-degree threat for weeks. Every row now has a Mute button,
in the in-game panel and on the Spyglass strip, and it mutes the player, so
they stay muted the next time they scan rather than coming back with the next
alert. - Muting silences the whole alert, not just the row. The prober also leaves
the headline counts, the "in your system" tally and the pill badge — hiding a
row while the number above it kept counting would leave the panel nagging
about the very scan you just acknowledged. - Muted players are listed by name under the table, one click to unmute.
Not a bare "2 muted" count: the point of muting one neighbour is that the
others stay muted, so each name is its own button. A window that holds
nothing but muted probers says exactly that instead of reading as "no scans".
Muting is deliberately not a "this player is friendly" mark: it does not
touch their danger rating, their patrol classification or their badge. An
unofficial ally parked next door is still a real fleet, and a cosmetic click
must not blind the defensive tooling.
- "1 gal" no longer reads as a near neighbour. The distance line under a
prober's name coloured "1 gal" the same amber as "10 sys", while "200 sys"
stayed grey — but by OGame's own arithmetic a galaxy hop costs 20000 and 200
systems cost 21700, so one galaxy away is farther than 182 systems away and
very nearly as far as 200. The colour was telling you the opposite of the
truth about which of the two you could ignore, on the one panel whose job is
ranking who can reach you. Both axes now reduce to real flight distance
before the colour is chosen, so they cannot disagree again.
- Loading an OGame page no longer reads the whole colony histogram. The
recorder needed one thing from that dataset — "have I already recorded this
planet?" — and was deserialising every row to answer it, on every navigation,
in every frame. It now answers from a small index of planet ids (1.4 KB
against 128 KB on a real 1474-colony universe, and the gap widens as the
histogram grows), and touches the full history only when it finds a colony
that is genuinely new. A page-load where nothing was just colonised — almost
all of them — now reads nothing at all.
Nothing about the histogram itself changes: the same observations are kept,
in the same format, and the index is derived from them, never the other way
round.- The in-game spy panel's "Spyglass" button is gone; the nickname does the
same job. It always did — clicking a prober's name opens their dossier —
and the duplicate cost permanent width in a panel OGame gives a fixed size,
…(truncated — see the full CHANGELOG on GitHub.)Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- You can mute a player on "Who's spying on you". A neighbour you asked to
Versión 1.64.0
Lanzada el 25 de ago. de 2026 - 324,58 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- The Alarm clock tab is organised in tabs now — General, Reminders set,
Ad-hoc, Fleet-save, Expeditions. The settings used to sit in a collapsed
drawer at the very bottom of one long page, which made the knobs that decide
whether anything rings the hardest thing on the tab to find. Each kind of
reminder now has its own pane, with its schedule and its message side by
side, and the panes lay themselves out in columns instead of one
full-page-wide stack. - The tab strip tells you the shape of your own setup. Until the alarm
clock is switched on and has a working ntfy token, every pane past General
is greyed out and unclickable — with no way to reach your phone there is
nothing for a schedule to ring on, and General says which half is missing
("Off" = flip the switch, "Set up" = paste a token). A kind you have
switched off says so on its own tab, so "why did nothing ring for my
expeditions" is answerable at a glance instead of by opening every pane. - Switching a kind off collapses its settings. The switch sits above its
panel and takes the whole panel with it, so a fleet-save you are not
tracking is one line, not a screen of controls that do nothing.
- A fresh colony no longer has to be visited to be counted. The histogram
only ever learned a planet's size from the overview page of the planet you
were standing on, and only while nothing had been built on it yet. Colonise
three slots in one go and whichever one you developed first was gone from
the dataset for good — silently. OG-E now reads the planet sidebar, which
OGame renders on every ingame page and which carries the same field counts
for every planet at once. Loading any page is enough, and all your fresh
colonies land in one pass. Nothing new is requested or sent; this is the
page you already loaded. - "not set" on a reminder you deliberately switched off. The Reminders set
list flags detected expeditions and fleet-saves, and a detected one with
nothing scheduled read as "not set" whether the reminder had failed to
arrive or you had simply turned that kind off — two states that need
opposite fixes. A switched-off kind now says "reminders off" and the section
says where to change it. A reminder that is already set stays "set" even if
you switch its kind off afterwards, because it will still ring.
- The Colonization & abandon settings no longer hide. They are the knobs
that decide what the chart above them proposes, so they are simply on the
page now instead of behind a click.
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- The Alarm clock tab is organised in tabs now — General, Reminders set,
Versión 1.63.0
Lanzada el 24 de ago. de 2026 - 321,87 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- New colonies were silently missing from the histogram. If you play
several servers, OG-E had quietly run out of storage: the browser caps an
extension's local database at 10 MB, and the per-server API cache alone —
half a megabyte to three megabytes each — was enough to fill it. Once full,
every write was refused. Nothing warned you, because the refusal was
discarded: the recorded colony sat in memory looking saved and was gone on
the next page load. That is why the Abandon button still judged planet sizes
correctly (it only reads the page) while the histogram stopped growing —
in one case for a month. OG-E now asks for unlimited local storage, so the
cap is gone, and a refused write is reported in the console instead of
vanishing. Nothing new is collected or sent. - "Auto next planet" is now a per-server setting. Locally it always was —
but cloud sync flattened it into one global value and pushed it onto every
universe, so turning it off on the server you hand-play turned it off on your
main. It now travels per server, like the expedition cap on the same tile.
Your current value is kept on every universe; from now on they diverge.
- Abandon a server you stopped playing — Sync tab, per server card. It
deletes every OG-E record for that server on this device and gives the space
back. Archiving first is not a suggestion: the delete control stays locked
until the archive file has actually downloaded, and then asks you to type the
server's id, because "free some space" and "lose two years of intel" are one
tap apart. Re-importing the archive puts the server back — that round trip is
tested end to end. - The export file is now complete enough to restore from. Two things were
missing entirely (your own profile on that server, and the home-watch
baseline), and the player cache shipped only the players you watch. An
archive now carries the full roster and both missing pieces, while the
ordinary export you might hand to an ally stays as narrow as before — no own
profile, watched players only. Importing someone else's file can never
overwrite who you are: those two datasets are only adopted when yours is
empty. The API cache and alliance intel are deliberately left out (both
re-download themselves), and the colonize password is never written to a
file — the abandon panel lists exactly this, on screen.
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- New colonies were silently missing from the histogram. If you play
Versión 1.62.0
Lanzada el 24 de ago. de 2026 - 320,23 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- The expedition send cap now goes up to 3 per planet. It stopped at 2,
which quietly short-changed a young account: expedition slots scale with
Astrophysics, so a 1–3 planet account can already run 9 expeditions while
having far fewer planets to spread them over. With the cap at 2 the send
counter ran out before the slots did, and the rest of the fleet stayed home.
Settings → Preferences → Expeditions → Max / planet.
- The Abandon button no longer offers to give up your only planet. Early
game the starting homeworld is small and has nothing built on it yet, so it
read as a textbook "fresh colony, too small to keep" — and the button
proposed deleting the one planet the account owns. OGame would have refused
it anyway, but the button should never have proposed it. It now stays away
unless you hold more than one planet, and if the planet list can't be read at
all it also stays away: for something this irreversible, "unsure" has to mean
"no". - The messages pager arrows are big enough to actually hit. They were
already enlarged, but not enough — the arrows landed just under the size a
finger needs, so the prev/next taps on the most-used control of the messages
page were still a coin flip. They are now a full 48px, the platform's
touch-target minimum, with real space between them and the page readout sized
to match. This matters more on a phone than the numbers suggest: OGame's
mobile layout gives the game itself only about 60% of the viewport, so the
pager row is squeezed into a fraction of the screen the original 16px button
was never drawn for.
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- The expedition send cap now goes up to 3 per planet. It stopped at 2,
Versión 1.61.2
Lanzada el 23 de ago. de 2026 - 319,99 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- The messages pager is pinned to the bottom of the screen right away. On a
phone it only appeared once you had already scrolled halfway down the message
list — which is precisely the scrolling the pinned pager exists to spare you.
Two causes, both of which left the arrows riding along with the list: the
bottom pager was picked as "the last node in its container", so anything the
game leaves after it meant no pager was pinned at all; and the pin itself
could be cancelled out by the surrounding layout. The strip is now pinned to
the viewport itself and identified as "the pager with no pager after it", so
the arrows are on screen from the moment the page opens. The list gets extra
room at the end so the last message can still be scrolled clear of the strip.
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- The messages pager is pinned to the bottom of the screen right away. On a
Versión 1.61.1
Lanzada el 22 de ago. de 2026 - 319,37 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- The Spyglass button now advances its label the moment a system is
scanned. On a Neighbours/Patrol sweep the button kept showing the system
you had just visited — e.g.[4:480]— for a couple of seconds after the
tap, even though the next tap already jumped to the correct next system. The
repaint was wired only to the activity rings, which are recorded
asynchronously and only when a player's activity actually changed, so a quiet
system produced no repaint at all and the label waited for the slow ticker.
It now also listens to the per-system browse stamp, which is written on every
galaxy ingest — the label steps to the next target as soon as the system
loads.
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- The Spyglass button now advances its label the moment a system is
Versión 1.61.0
Lanzada el 20 de ago. de 2026 - 319,35 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- The messages pager is finally usable on a phone. OGame ships the page
arrows as 16px buttons — under half the size a finger needs, on the control
you press most on that page. They are now scaled up 2.2× (by transform, so
the game's own button skin scales as one piece instead of stretching out of
shape) and given room to breathe. The bottom pager is pinned to the bottom of
the screen, clear of the site footer, so paging no longer means scrolling
past the whole message list first; the duplicate pager above the list is
hidden, and the game's own "hide it when there's only one page" behaviour is
preserved.
- The raw alert log reads origin first. In "Who's spying on you" — both
in-game and on the dashboard — a line now goesprober · from <their body> ·. The scout's origin is what you act on (that is the
<age> · near <your body>
system you phalanx or hit), so it leads; your own coordinates close the line. - The "Who's spying on you" panel no longer touches the component above it.
Its gold (or red) top edge had no space above it on the messages page.
- Danger in a hover now reads on the same 0–100 scale as everywhere else.
Hovering a player's name printed the raw score (Danger 0.91) while the
dossier, the target rows and the map dots all print 0–100 — the one surface
speaking a different language. Same fix for theDpill in the home watch.
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- The messages pager is finally usable on a phone. OGame ships the page
Versión 1.60.2
Lanzada el 19 de ago. de 2026 - 317,94 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- The raw alert log now follows the Coords/Names switch. In "Who's spying
on you" — both in-game and on the dashboard — flipping to Names relabelled
the prober list but left the raw log underneath it in coordinates, so the two
halves of the same panel spoke different languages. Only thenearhalf
changes: that is one of your own bodies. Thefromcoordinate belongs to the
scout, and you hold no name for it, so it stays a coordinate either way.
Opening the log and then using the switch no longer collapses it.
- The Spyglass button now disappears when it has nothing to do, instead of
sitting in the button stack showing "all scanned". The stack is small and
shared; a control that cannot do anything should not take a slot in it. It
comes back on its own the moment a system goes stale or a report lands. - The button says which feature is asking. A neighbours look reads
"neighbours" (it used to ask "who moved in?"), and a patrol look reads
"patrol (12)" with the number of sweeps still queued — it drops by one per
tap, so it needs no legend. Both surface as "Look" and mean very different
things, which previously you could not tell apart. - Moon and planet coordinates are back to their previous colours. The AGR
green/orange introduced in 1.60.1 competed with the colours these panels
already use for danger and alerts, which made them harder to read rather
than easier. - The gold edge on Spyglass panels sits along the header instead of running
the full height of the panel. Expanded, that rule was a long saturated stripe
next to rows that carry their own colours. - Bigger type and touch targets in the in-game OG-E Settings panel. OGame
leaves the panel about half the screen width on a phone, where the old sizes
were too small to read and too tight to hit. The button-size slider is now
nearly twice as tall — it is the one control here with no forgiving second
attempt, since a missed grab scrolls the page instead. - "Who's spying on you" in-game now shows what the dashboard shows. Each
prober is coloured by their Danger score, with the score and its reasons on
hover, their alliance tag beside the name (lit when more than one of their
members has probed you in the window), and the full per-alert log. The name
itself opens their dossier. It stays where it is, on the messages page.
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- The raw alert log now follows the Coords/Names switch. In "Who's spying
Versión 1.60.1
Lanzada el 17 de ago. de 2026 - 316,54 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- Neighbours and Patrol now work without a watch list. If you had starred
nobody, the Spyglass button never appeared at all — and with it went the
neighbour looks and the patrol sweep, even with a cadence and a radius
configured. Neither feature has anything to do with the watch list, so the
button now shows whenever any of the three is switched on: a watched
player, a Neighbours cadence, or a Patrol radius. The dashboard cards were
always gated correctly, which is why the settings looked like they should
have been working. - Lifeform discoveries are shared between your devices. Discovery markers
lived only on the device that made the send, so a second device saw every
system as never-discovered and kept proposing systems already inside their
7-day cooldown. They now sync. Only the discovery markers travel — a few
bytes per system; the heavy galaxy occupancy data stays local and is still
re-derived from the public API, so nothing gets slower. - The Import/Export "6× today" event follows you across devices. Reading
the announcement in your inbox on one device now switches the trader nudge
to the 4-hour cadence everywhere, instead of only on whichever device
happened to open the message. Switching back to daily by hand still sticks
on the device where you did it.
- Moon and planet coordinates now use AGR's own colours (planets green,
moons orange) in the Spyglass panel, "Who's spying on you", the neighbours
card and the dossier's activity readout. Same distinction as before, but in
the same visual language as the game UI next to it, rather than a second
blue/violet pairing that said the same thing in a different dialect.
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- Neighbours and Patrol now work without a watch list. If you had starred
Versión 1.60.0
Lanzada el 9 de ago. de 2026 - 316,13 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- The expedition FAB now remembers where a cycle started. The first time
you tap "Send Exp" with nothing in flight, that planet (or moon) becomes
the round's anchor. The next time you start a fresh round from anywhere
other than fleetdispatch, the button takes you back to that same body
first, instead of picking whichever planet happens to be active. Want a
different starting point? Just send a cycle's first expedition from
there — no setting, it just remembers the last place you started from.
- The AGR menu logo now gently crossfades between AGR's own logo and the
OG-E icon instead of permanently replacing it. Both stay visible in
turn, in equal, generous turns — a courtesy nod to AGR rather than a
takeover of its own chrome. Respects "reduce motion" (freezes on a static
blend instead of animating).
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- The expedition FAB now remembers where a cycle started. The first time
Versión 1.59.1
Lanzada el 7 de ago. de 2026 - 315,83 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- On a wide screen the panel filters now ride the card's header bar. In the
right-hand column each panel has a real header, so the time window, the
Coords/Names switch and the verdict flag belong on it — they were sitting in a
separate row inside the panel, under a header that repeated the card's own
title. As pills (narrow screens) nothing changes: there the pill IS the bar and
far too small for a chip group, so the filters stay in the panel head. Clicking
a filter on the bar no longer folds the card.
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- On a wide screen the panel filters now ride the card's header bar. In the
Versión 1.58.0
Lanzada el 5 de ago. de 2026 - 311,43 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- "Home watch" is now "Your neighbours". Same card, same data — the old
name described the watcher; the new one names what it's about. The matching
Settings cell is now labelled Neighbours. - One
dossier ▸button removed from "Who's spying on you". The player
NAME now opens their profile directly (same behaviour as every other
clickable nick on the Spyglass tab). It used to only seed the nickname
finder below it — typing the name into the search box without scrolling or
expanding anything — while a separate button beside it did the real thing.
Two controls for one intent; the discoverable one was the weak one. + watchis now one shared pill, used by the Players table, "Who's
spying on you", "Your neighbours" and Patrol. It had drifted into three
hand-copied variants — Patrol's had a different label (⭐ watch/
✓ watched) and disabled itself once watched instead of toggling.+ watchadded to "Your neighbours" — both the "Moved in" arrivals and
the standing neighbour rows — so promoting a neighbour to the scan list no
longer needs a trip to the Players table.- The Danger hover on a clickable name is now shared between "Your
neighbours" and "Who's spying on you": the number, the reasons, then what a
click does. An absent profile now says "Danger unknown" instead of guessing. - "Your neighbours" foot line removed — the own-system count, the
"N with no neighbour" tally and the three-part colour legend. None of it
changed what you'd do next; the look-coverage number they qualified is still
on the card's own bar (quiet · 3/5 fresh). - "Dossier" is now "profile" everywhere the UI shows the word.
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- "Home watch" is now "Your neighbours". Same card, same data — the old
Versión 1.57.0
Lanzada el 5 de ago. de 2026 - 311,79 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- Home watch now reads the THREAT, not the address. The card groups by
NEIGHBOUR instead of by system: an account sitting in three of your systems
is one fleet permanently inside your space, not three ordinary sightings, and
it now shows as one danger-coloured row with a×Nreach pill and the coord
list behind it. A new coalition check reports an alliance whose members
TOGETHER reach more of your systems than any of them reaches alone — the
case none of them could pull off solo. Your own alliance and buddy list are
excluded; they were never the threat. - "clear NEW" is gone — reading the card is the acknowledgement. An arrival
stays flagged for 24 h after you've actually seen it (or 7 days if you never
open the dashboard), then clears itself. The Spy FAB now points at the
dashboard exactly once, at the end of a Look sweep, when there's unread home
news and nothing else to propose. - Home watch gets its own cadence. Under Settings → Home on the
Spyglass tab, how often your own systems get re-looked-at is now an hours box
(0 = off, default 24 h) instead of a plain on/off switch — colonisation next
door happens on a scale of days, not the hourly rhythm a watched player's
fleet needs. The old switch migrates automatically. - "Who's spying on you" folds like Home watch. Both defensive cards now
share one state language: a state word on the bar when there's nothing new,
the left edge turns red on an unread alert, and only real news unfolds the
card by itself. - The Danger archetype name moved to one place.
Apex hunter/Turtle/
Economistand friends no longer float unexplained on the map badge, the
free-streak threat rows, or the Home watch pill — they show once, in plain
keywords, on the dossier's DANGER line above the reasons that produced them. - One finder for player, alliance or tag. The Players panel's separate
player and alliance boxes became a singlefind player, alliance or tag…
search;+ watch all Nnow covers whatever it lists. - Military range takes what you'd actually type.
15M,2.5b,800k,
15kk,1 250 000all parse; the box never silently rewrites what you
typed, and a note line reads back the bound it understood.
- Home watch no longer re-announces the same neighbours on every galaxy
walk.state/scansonly persists each system's look TIME, not who was
there — that was being read as "the system is empty", re-seeding the
baseline and turning every real look into a fresh wave of "arrivals" while
the card, in the same breath, listed those same neighbours as already known. - Home watch's danger colouring. Every neighbour was painted the same safe
green regardless of actual Danger, because the card handed the shared colour
helper a 0..1 fraction where it expected 0..100.
…(truncated — see the full CHANGELOG on GitHub.)Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- Home watch now reads the THREAT, not the address. The card groups by
Versión 1.56.0
Lanzada el 4 de ago. de 2026 - 307,18 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- Home watch — you are told when a stranger moves in next to you. Your own
systems now join the Spy button's Look proposals, and every look compares who
lives there against the previous one. A player who colonises a system where
you keep a planet or a moon shows up as NEW on a Home watch card on the
Spyglass tab, worst Danger first, and if their Danger is high the card says
plainly what it means for the overnight fleet-save you fly to that moon. Under
the card is the standing picture: every system you live in, who shares it, and
how fresh your last look was.
The system holding an unread arrival jumps to the front of the Look plan, and
the Spy button words it "your system · who moved in?". Switch it off under
Settings → Home on the Spyglass tab. Nothing watches the game while you
are away — the check happens when you browse the galaxy yourself, exactly like
every other galaxy sighting OG-E records.
- A "huddled (miners)" filter. OG-E already scores the aggressor pattern —
planets spread so half the server is in striking range. The new filter (under
⚙ Filters on the Spyglass tab) finds the opposite: accounts packed into a
few nearby systems, at most two galaxies. Those are usually miners, and they
are the accounts one colony next door watches in full. The dossier now also
says "huddled empire — N planets packed together" among the Danger reasons.
- The homeworld is marked. In a player's dossier the planet they registered
with now carries a main tag. Logging in always activates the homeworld, so
activity there means the owner was in the game — while activity on another body
with a quiet homeworld is fleet movement, or a session older than an hour. The
tag appears once the public statistics snapshot has been refreshed after this
update.
- The Slots box no longer reshuffles Best spots. Typing 14 instead of 15
produced a completely different list of areas even where both slots were free.
Two causes: the whole-server occupancy map only marked the slots you had typed
as free (a free 14 was invisible while the box said 15), and the ranking's
free-room channel measured a run of systems with that slot free — so
retyping re-scored every candidate. The map now knows every free slot, and
room is the free-slot share of the area, independent of what you are hunting.
The Slots box decides where you can settle; it no longer decides how good the
neighbourhood is. (The Fit breakdown calls that channel room now, not
"streak".) - "Who's spying on you" really shows 1m and 3m. The alert log kept only the
newest 60 entries — on a probed account roughly a week — so the 1m and 3m
filters had nothing older to show whatever you picked. It now keeps three
months. Alerts already lost to the old limit cannot be recovered; the longer
windows fill up from here.
…(truncated — see the full CHANGELOG on GitHub.)Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- Home watch — you are told when a stranger moves in next to you. Your own
Versión 1.55.0
Lanzada el 30 de jul. de 2026 - 302,82 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- Find players by alliance. Next to the player search on the Spyglass tab
there is now a second box that takes an alliance name or tag. It lists
every member of the matching alliance — including the ones your filters
normally hide, with the reason why — so you can walk a whole alliance onto
the watch list and see on the positions map how spread out it really is. A
"+ watch all" button does the whole list in one go, and every row now
carries its alliance tag after the nickname so you can check the sweep at a
glance.
The alliance list comes from the same public statistics API OG-E already
reads, refreshed on the same daily cadence as the player list. The first
search after updating may say there is nothing cached yet — press
⟳ Refresh on that tab once and it is there.
- The positions map is no longer hidden. It used to open from a small
"map" chip in the Players control line, which almost nobody found. The map
stays exactly where it was on the page, but it is now its own panel with a
header bar that is always visible — click it to unfold, like the watchlist's
Settings bar. Whether you leave it open or closed is remembered. - The planet-marker legend names moon destruction. An incoming Zniszcz
run has always raised the same red attack marker as any other hostile fleet;
the legend only said "attack", so there was no way to know. It says so now.
- A Daily Run micro send no longer strands you on the wrong planet. With
AntiGameReborn's fleet-save option ticked, AGR jumps to the next planet the
moment a fleet leaves — landing on top of the planet OG-E had just sent you
back to, so the run continued from somewhere you never chose. OG-E now
remembers where the send was headed and, if the page ended up elsewhere,
quietly goes back once. It only ever corrects the few seconds right after a
send, so a planet YOU switch to afterwards is left alone.
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- Find players by alliance. Next to the player search on the Spyglass tab
Versión 1.54.1
Lanzada el 29 de jul. de 2026 - 301,11 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- "LOCA_ERROR_INQUIRY_NOT_WORKED_TRYAGAIN" — the last way it could still
happen. 1.54.0 stopped the page from forgetting the fresh request token,
and that fixed the common case. It could not fix a second one: another script
in the page keeping its own private copy of the token and re-using it after
the game had already spent it. A capture from a live universe shows exactly
that — the game spends the token, and three seconds later something else
presents the very same, now-expired one and is refused. No amount of keeping
the page's own variables correct reaches a copy held somewhere else. So when
OG-E can prove a target check is leaving with a token the server has already
retired, it now corrects that one field to the token the server issued
moments earlier — the same result you would get by reloading the page, which
is what the error otherwise forces you to do.
It stays deliberately narrow: only target checks, never a fleet send; only a
value the server itself issued to this tab; only ever forward to a newer
token, never back to an older one; and if a corrected check is refused anyway
three times, the correction switches itself off for the rest of the page's
life. Nothing extra is ever requested from the server.
- A stale token could no longer creep back in. Some of the game's own
requests only echo the current token instead of rotating it, and a slow echo
arriving after a rotation could quietly drag OG-E's idea of "newest" backwards
— turning the fix into a source of the very error it prevents. Late echoes are
now recognised and ignored.
- The support snapshot (
__ogeToken()in the page console) now also lists the
keeper's recent decisions, with tokens masked, so a report says why it acted
rather than only how often.
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- "LOCA_ERROR_INQUIRY_NOT_WORKED_TRYAGAIN" — the last way it could still
Versión 1.54.0
Lanzada el 28 de jul. de 2026 - 300,81 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- "LOCA_ERROR_INQUIRY_NOT_WORKED_TRYAGAIN" on the step 1 → step 2 transition
is now actually gone. 1.53.1 tried to recover from it by re-driving the
step; that could not work, and here is why. OGame 13.0 keeps one single
request token per session: every target check spends it and the answer carries
a fresh one. The game applies that fresh token at the very END of a long chain
of screen refreshes — so if anything in that chain hiccups, the page keeps
sending a token the server has already retired, and every further target
check is refused until you reload. Retrying the click just re-sent the same
retired token. OG-E now keeps that token in step for the whole page: it reads
the fresh one out of the game's own answers and writes it where the game
itself reads it from. Nothing extra is requested from the server — the page
simply stops presenting an expired ticket. - OG-E was blind to everything the game did while the page was still
loading. Its game-side observer started at "page idle", which on a 13.0
universe is roughly 800 ms in — well after the game has already fetched your
event list, checked your fleet target, and (on the galaxy page) pulled the
first system. That is also exactly the window the token error happened in. The
observer now starts with the page, so: - the token fix above can do its job at all;
- opening the galaxy view directly records that first system in Spyglass
instead of dropping it; - the expedition button recognises a step 2 that a fleet manager prepared
during page load, instead of refusing it as "someone else's".
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- "LOCA_ERROR_INQUIRY_NOT_WORKED_TRYAGAIN" on the step 1 → step 2 transition
Versión 1.53.1
Lanzada el 27 de jul. de 2026 - 299,73 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- Fleet sends no longer die with "LOCA_ERROR_INQUIRY_NOT_WORKED_TRYAGAIN"
on the step 1 → step 2 transition. OGame 13.0 changed how the game's
one-shot request token works: every target check now spends it and issues a
fresh one, so the script driving the transition can be left holding a token
the game has already retired — and the step is refused for a reason that has
nothing to do with your target or your fleet. OG-E now recognises that exact
refusal and re-drives the transition once, picking up the new token, so the
send continues instead of stalling on step 2. The repeat is capped at one
attempt per tap and only ever re-runs the target check — never a dispatch,
so it can never send a fleet twice. If it still fails, the button now names
the cause instead of showing a generic error.
Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- Fleet sends no longer die with "LOCA_ERROR_INQUIRY_NOT_WORKED_TRYAGAIN"
Versión 1.53.0
Lanzada el 26 de jul. de 2026 - 299,58 KBCompatible con firefox 140.0 y superiores, android 142.0 y superiores- Spyglass "Who's spying on you" gained a date-range filter. A new
1d / 7d / 1m / 3m chip beside the Coords/Names toggle (in-game panel and
the dashboard strip) narrows the prober list to how recently each scanned
you. The in-game panel's choice is remembered across sessions and syncs
across your devices; the dashboard keeps its own per-device choice. - Your scanned positions now carry their scan history on hover. Hovering
one of your probed bodies lists every scan of it as date-times, newest
first — for moons and planets alike — instead of just saying "Moon". The
bodies themselves are ordered by their most recent scan. - A prober's origin coordinates are now click-through. Clicking the
"from" coordinates jumps to that system in the galaxy view (in-page in the
game; a galaxy deep-link on the dashboard, matching the dossier's links). - Galaxy expedition panel falls back to OGame's own debris tooltip when
AGR's readout is empty, so expedition-debris figures and the recycle button
keep working on the new galaxy version. - Fleet-save badges can show a landed "FR" and an in-motion "FS" marker at
once on the same body, instead of one hiding the other. - Sticky, tap-to-retry "Error" on the daily-run fleet-save and the
expedition-send button when a two-step (fleet1→fleet2) setup fails
mid-way — the failure is surfaced instead of silently swallowed, and the
next tap retries from a clean fleet dispatch.
- The Spyglass scan knobs now fold under a "Settings" bar. Probes, Scan,
Probe from, Re-scan, Re-look, Moon strike and Patrol collapse into a compact
disclosure at the foot of the watchlist card (their contents are listed on
the bar so they stay discoverable); it's collapsed by default and remembers
your choice per device. - New default cadences: probe Re-scan now defaults to 72 h and galaxy
Re-look to 1 h. Only fresh configs are affected — a cadence you've
already set keeps its value. - The lifeform send button's blocked/failed verdict now reads "Can't
send" (accurate: non-cap game blockers trip it too) and renders ~15%
smaller to sit cleanly on the round button. Tapping it now acts on live
state immediately instead of appearing stuck on a stale "Sent!"/"Can't
send" label until the transient expires. - Dashboard settings section tidied: the colonization/abandon block's
header is clearer and its redundant inner sub-heading was dropped; the
alarm-clock section's "Borderline fair-play" note was removed.
- Fleet-save badge markers no longer linger after fleets land — an
empty-but-present event box now reads as "no activity" rather than "not
loaded yet". - The "abandon" button no longer appears on moons (which can't be
abandoned); it's suppressed via OGame's own body-type metadata. - **The Spyglass "N new" scan badge no longer fires when an espionage
…(truncated — see the full CHANGELOG on GitHub.)Se publicó el código fuente bajo la licencia Mozilla Public License 2.0
- Spyglass "Who's spying on you" gained a date-range filter. A new