Historique de versions de OG-E (OGame-Expeditions) - 25 versions
OG-E (OGame-Expeditions) par Bartek
Attention aux anciennes versions ! Elles sont affichées seulement à des fins de test et de référence.Vous devriez toujours utiliser la dernière version d’un module complémentaire.
Dernière version
Version 1.30.8
Publié le 24 juin 2026 - 175,55 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresChanged- Fleet-movement status link: readable "capped" red. When a slot count is
full (e.g. expeditions 15/15), the red now reads as a vivid, high-contrast
red instead of AGR's pale salmon — it was washing out on the dark card,
especially on small phone screens. The digits also gained a subtle shadow so
they stay legible over whatever shows through the card, and the text no longer
auto-rescales on mobile browsers. - Fleet-movement status link: bigger, cleaner. The Fleets / Expos counts are
larger and easier to read, and the box dropped its border and rounded corners
for a flatter, less boxed-in look that sits flush in the header.
Code source publié sous licence Mozilla Public License 2.0
- Fleet-movement status link: readable "capped" red. When a slot count is
Anciennes versions
Version 1.30.7
Publié le 24 juin 2026 - 174,96 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresChanged- Fleet-guardian button: progress arc. A ring on the button now fills up
over the configured ACK interval (default 3 minutes). When the arc reaches
full, the orange pulse fires — a heads-up that "You here?" is active before
the alert escalates. Tapping the button resets the arc to zero. - Fleet-guardian button: "hold to skip" / "Send FS". The hold hint now
reads "hold to skip" instead of "hold to dismiss". The ready-to-send state
reads "Send FS" instead of "Save now". - Help chip (?) positioning. The badge-list help chip is now positioned
closer to the header row so it no longer overlaps planet-list content.
Code source publié sous licence Mozilla Public License 2.0
- Fleet-guardian button: progress arc. A ring on the button now fills up
Version 1.30.6
Publié le 24 juin 2026 - 174,91 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresAdded- Your manual fleet-save marks now sync across your devices. Marking a
landed fleet as a fleet-save on one device now shows up on your others through
your own private cloud-sync gist. Unmarking or re-saving propagates too, so a
mark you clear on one device won't reappear from another.
Changed- "Reminders" is now "Alarm clock", and the under-attack feature is the in-tab
"threat highlight". The naming everywhere now matches what these features
actually are: an alarm clock you set for times you already know from your own
actions, and a louder rendering — inside the open tab only — of the attack
state the game already shows you. - OG-E now does nothing while its tab is hidden. When you switch tabs,
minimise, or (on mobile) leave the app or lock the screen, OG-E stops reading
the game entirely — no event-list scanning, no re-checks, no background
observers — and picks back up the moment you return. Lighter on battery, and
it never looks at the game while you're away. - Fleet-guardian button wording. Its states now read "You here?" / "Fleet
save" / "Snoozed" / "Save now" — clearer, and making plain the button is your
own prompt, not the game being watched. - Daily Run button polish. The two labels are nudged toward centre, and its
"waiting for the event list" state no longer shows a gold pulsing ring, so it
matches the other command buttons. - Settings copy. The Colonizations settings no longer mention a "Scan
button" / re-scan removed back in 1.30 (free positions come from OGame's public
API now); the Alarm clock settings now spell out that OG-E never watches the
game while you're away.
Code source publié sous licence Mozilla Public License 2.0
- Your manual fleet-save marks now sync across your devices. Marking a
Version 1.30.5
Publié le 22 juin 2026 - 174,67 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresFixed- Reminder bookkeeping is no longer occasionally lost during rapid in-game
activity. Two reminder syncs that overlapped — e.g. clicking quickly while
one was still talking to the cloud — could each save their own view of your
scheduled pushes, the later one silently overwriting the other's. Reminder
syncs now run strictly one at a time, so nothing is dropped. - First-time cloud-sync setup can no longer create a duplicate sync file. On
a fresh device the cloud-sync engine and the reminders engine could each
create their own GitHub gist at the same instant, orphaning a copy. They now
coordinate so exactly one is created (and converge on the oldest if two ever
existed).
Changed- Internal hardening with no user-visible behaviour change, listed for
source-review transparency: the sync scheduler is now table-driven (one slot
registry instead of eight hand-unrolled copies), the in-game?page=ingame
URLs are built from one shared helper, and the galaxy-view reader plus the
reminder-list section headers are de-duplicated. Plus opt-in test-coverage
tooling and a few dead-code/release-script cleanups.
Code source publié sous licence Mozilla Public License 2.0
- Reminder bookkeeping is no longer occasionally lost during rapid in-game
Version 1.30.4
Publié le 21 juin 2026 - 174,7 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresFixed- Two devices left open at once no longer burn through the GitHub sync quota.
The periodic cross-device sync backstop used to run a full download+upload
every minute. With two tabs open, each tab's upload looked like a remote change
to the other, so the two devices ping-ponged and could exhaust GitHub's
5000-requests/hour limit between them. The backstop is now a download only,
every 5 minutes and paused while the tab is hidden — so an idle tab stays quiet
and two open devices can't trigger each other. Refocusing a stale tab still
pulls a peer's changes immediately. - The GitHub rate-limit backoff now survives a page reload. OGame reloads the
page on every fleet send; a fresh page used to forget that GitHub had asked us
to back off and retried right away, compounding the rate-limiting. The backoff
deadline is now persisted (and shared across same-origin tabs), so a 403/429 is
respected until it actually expires.
Code source publié sous licence Mozilla Public License 2.0
- Two devices left open at once no longer burn through the GitHub sync quota.
Version 1.30.3
Publié le 21 juin 2026 - 174,6 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresChanged- You now pick the Import/Export reminder mode instead of OG-E guessing it.
The red Import/Export glow used to try to auto-detect the occasional "import
refreshes 6× today" event from an inbox message — which proved unreliable.
OG-E now shows two mode chips at the top of the Import/Export page: 1×/day ·
from 14:00 (the normal once-a-day import, the default) and 6×/day · every
4 h (the event cadence on the 00/04/08/12/16/20 slots). When a recent "6×
today" message is seen in your inbox OG-E flips you into 6× automatically;
switch back to daily yourself when the event ends. The choice is per-device
and is not synced. - An exposed ("bare") fleet-save now keeps nagging until it is actually safe.
The orange "FS" planet marker for a fleet that landed and sits exposed used
to disappear on its own after two hours. It now stays — on the planet markers
and the floating guardian warning — until that fleet re-saves or leaves the
body, or you dismiss the landing yourself. No more silently going dark on a
fleet you forgot about.
Fixed- The "Mark FS" chip no longer vanishes from the fleet-dispatch form. It is
now pinned next to the "Dalej" / continue button in a spot that AGR's live
cargo- and coordinate-refreshes do not wipe out, so it stays put while you set
up a send. - Dashboard sync inventory now labels the API cache and Colonization
decisions categories (previously shown by their raw storage keys).
Code source publié sous licence Mozilla Public License 2.0
- You now pick the Import/Export reminder mode instead of OG-E guessing it.
Version 1.30.2
Publié le 21 juin 2026 - 173,88 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresFixed- Fleet-guardian reminders now appear in the dashboard. When the guardian
queues a phone push for an exposed ("bare") fleet, that push is now listed in
the reminders preview under its own "Fleet guardian reminders" heading —
with the fire time and the fleet's coordinates — alongside your expedition,
ad-hoc and fleet-save reminders. Previously the push was queued on ntfy but
never shown there.
Code source publié sous licence Mozilla Public License 2.0
- Fleet-guardian reminders now appear in the dashboard. When the guardian
Version 1.30.1
Publié le 21 juin 2026 - 173,76 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresFixed- Colonization decisions now reliably reach your other devices. A position you
blocked on one device — a colonizer you sent (even one you sent and recalled) or
a target you skipped by hand — could fail to register as taken on another device,
so the two disagreed on how many free positions were left. OG-E now pushes these
decisions right after a page loads instead of only after a quiet pause — the
game reloads the page the instant you send a fleet, which used to cut that pause
short and drop the update. An already-open game tab now also re-syncs on its own
about once a minute and the moment you switch back to it, so a second device
catches up on its own without a manual refresh.
Code source publié sous licence Mozilla Public License 2.0
- Colonization decisions now reliably reach your other devices. A position you
Version 1.30.0
Publié le 21 juin 2026 - 173,67 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresAdded- Colonization now sees the whole universe, not just what you've scanned.
OG-E reads OGame's public statistics API for the current universe and
composites that server-wide occupancy with your live galaxy scans, so the
colonize button knows which positions are actually free everywhere — not only
in systems you happen to have scanned. A live "N free" sub-label shows how
many target positions remain open across the entire universe (your configured
slots in parentheses), and it updates the instant you send or skip one. Each
target is re-confirmed against the game the moment you arm a send, and the
colonize menu is now a single Send action — the separate Scan step is gone. - Pick up colonizing where you left off — on any device. OG-E keeps a compact
log of your colonization decisions (sent / mine / abandoned / taken / reserved)
and syncs just that, so a second device can continue the remaining free
positions without re-scanning the galaxy first. - Mark a fleet-save by hand. On the fleet-dispatch page a small "Mark FS" chip
lets you flag the current planet or moon as fleet-saved yourself — handy when a
save wasn't auto-detected. The mark sticks until you clear it and arms the
guardian straight away. If you use push reminders, a manual mark also schedules
the guardian's ntfy alert for that body — so a hand-marked fleet still reaches
you with the tab closed, even when automatic fleet-save detection is off. - The guardian can now perform the fleet-save for you. When a fleet is sitting
exposed, the guardian's button becomes a two-tap "Re-Save" that runs the
fleet-save through AntiGameReborn — no need to set it up by hand. - A gentle "still watching?" nudge. If a fleet is parked bare and you've gone
a few quiet minutes without touching the page, the guardian button now pulses
softly as an in-game presence check (no push needed). Off the fleet-dispatch
page its first tap just acknowledges — silencing the pulse and snoozing the
push without yanking you away — and a second tap navigates. Set the interval
under the guardian's row in the Dashboard. - Daily Run now sends fleet 2 with empty holds at full speed. The micro step
zeroes the cargo and forces 100% speed automatically, so the routine fleet goes
out exactly as intended.
Changed- Sync is dramatically lighter. Galaxy scans, the player list and your own
profile are no longer uploaded — every device re-derives them from the public
API on its own — so a universe's synced payload shrank from a couple of
megabytes of scan data to a few bytes. Only the things that genuinely need
sharing (colonization decisions, colony history and your configs) still travel
between devices. - The guardian wears a lighthouse. Its old "!" is now a lighthouse glyph — a
beacon that keeps watch and guides fleets home — and the in-game button and its
…(truncated — see the full CHANGELOG on GitHub.)Code source publié sous licence Mozilla Public License 2.0
- Colonization now sees the whole universe, not just what you've scanned.
Version 1.29.0
Publié le 20 juin 2026 - 170,42 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresAdded- Bare-fleet guardian — a warning when a fleet-save lands and is left sitting
exposed. When one of your fleet-saves touches down with nothing covering it,
OG-E now flags it so you don't leave a fleet parked and vulnerable: an orange
"!" button appears on the floating menu — tap it to jump straight to the planet
or moon, hold it to dismiss. If you use OG-E's push reminders, the guardian
also sends an escalating ntfy notification a set number of minutes after
landing and keeps nudging until the fleet is safe. Switch it on and set the
interval under Reminders. A built-in safeguard guarantees a fleet-save reminder
still reaches you even if you never re-open the game after the fleet lands. - A legend for the planet status markers. A small "?" chip now sits at the
top of the planet list; hover it for a key that explains every marker — the
swatches are the real markers, so the legend always matches what's on screen. - A heads-up when AntiGameReborn isn't detected. OG-E relies on AGR for the
game data it reads, so if AGR is missing or disabled you now get a clear notice
instead of features quietly doing nothing.
Changed- The incoming-attack marker is now a bold red "!!!" instead of the small
red square — an attack heading at one of your planets is impossible to miss. - The expedition marker is now a plain blue heart, cleaner and easier to tell
apart from the other status dots. - Everything that refreshes on a timer now shares one visibility-aware clock.
OG-E's periodic re-paints and safety re-checks used to each run their own
forever-ticking timer; they now ride a single clock that pauses while the tab
is hidden and snaps every countdown and marker up to date the instant you
switch back — quieter in the background, identical when you're looking at it. - The merchant 6× import-event highlight now lasts the whole multi-day event.
It's recognised from two distinct sightings on the same day, so the
Import/Export highlight stays put across the full run instead of dropping out
on a second device.
Fixed- The Daily Run button's label and its enabled state can no longer disagree.
Both are now driven by the same "event box ready" gate, so the button never
shows an active label while it's still waiting (or the reverse).
Code source publié sous licence Mozilla Public License 2.0
- Bare-fleet guardian — a warning when a fleet-save lands and is left sitting
Version 1.28.0
Publié le 20 juin 2026 - 166,17 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresAdded- Planet status markers — a glanceable column of status dots beside every
planet and moon, replacing the old single green expedition dot. Each fleet
in your event list now leaves a small marker on the body it lands on: a red
square for an incoming attack, a red dot for your own attack heading out, a
yellow dot for a detected fleet-save, a teal heart for an expedition, green
for logistics (transport / deploy / ACS defend), and blue for a recycle. At
most three per body, highest-priority first — and click or tap any marker for
the per-fleet detail (where each fleet is going and when it arrives). The
whole point is to tell at a glance that your fleets are well positioned
without burying the planet skins under clutter. Toggle it under Settings →
Display ("Fleet status markers on planets"); your old "Expedition badges"
setting carries over. - A cross-universe Sync diagnostics view in the OG-E Dashboard. A new "Sync"
tab answers "what's synced where" at a glance: for every universe it shows a
freshness chip (just synced / stale / rate-limited / failed), the last
↑ upload and ↓ download times, and an inventory of what's stored per category
with approximate sizes — so it's obvious why, say, one device has fewer galaxy
scans than another.
Changed- Multi-device sync and reminder settings moved into the OG-E Dashboard, and
now apply to every universe at once. The sync master switch + GitHub token
moved to the Dashboard's Sync tab, and the reminders master switch + ntfy
token + your push topic moved to the Reminders tab. A token entered there is
shared across all your universes, so there's no more retyping it on each
server. The in-game Settings panel now just points you to the Dashboard.
Existing per-universe tokens are lifted up automatically the first time this
build runs — nothing to redo. - The readability-boost event box is now a full-width, edge-to-edge strip
rather than a narrower inset box, so the upcoming-event countdown reads more
cleanly across the bar.
Fixed- The merchant 6×-event timing now travels with multi-device sync. The
trader import-event day and next-due time are included in the synced daily
state, so the Import/Export menu highlight stays consistent across all your
devices instead of re-appearing on a second machine.
Code source publié sous licence Mozilla Public License 2.0
- Planet status markers — a glanceable column of status dots beside every
Version 1.27.0
Publié le 19 juin 2026 - 161,15 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresAdded- Attack alarm — a loud, full-screen alert the moment you come under
attack. When OGame flags an incoming attack, OG-E can throw a pulsing red
frame around the whole screen plus a top banner that names how many hostile
fleets are inbound, when the soonest one lands, and which planet it targets —
read live from the event list. It also blinks the browser-tab title and swaps
in a red tab icon, so you notice even when you're on another tab or in another
app. The red frame is click-through, so you can jump straight to defending
without dismissing anything first; dismissing the banner mutes it until the
attack actually changes (a new or faster wave re-fires it). It is off by
default — switch it on under Settings → Display, where a "Preview" button
shows you exactly what it looks like before you commit.
Code source publié sous licence Mozilla Public License 2.0
- Attack alarm — a loud, full-screen alert the moment you come under
Version 1.26.1
Publié le 19 juin 2026 - 159,13 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresAdded- Daily Run routes now have a far richer editor. A route can be paused
without deleting it, carry a multi-ship fleet instead of a single ship type,
pick its own mission, and aim at an arbitrary external coordinate (not just
one of your own planets/moons). The per-ship picker lists the full mobile-ship
catalogue, and the "already sent today" guard is now mission-aware. Your
existing routes migrate automatically the first time the new build loads —
nothing to redo.
Changed- "Sync now" now validates your token too, and the sync status reads as one
block. The standalone Validate button is gone: "Sync now" runs the token
check first and shows the result, then syncs. The token result and the
↑ upload / ↓ download times now sit together under a single Sync status
label instead of in two separate rows. - Daily Run routes are edited entirely through the controls now. The old
free-text "Advanced" route syntax has been retired in favour of the visual
editor (routes are stored as plain JSON under the hood). - Custom Daily Run targets lost their pin icon. External targets are
recognisable by their lack of an inventory name, so the pin glyph on the chips
and on the inline add-coords form was dropped as visual noise. - A placeholder Settings panel appears on the Daily Run tab. A collapsible
"⚙ Settings" section is in place for future per-tab options; there is nothing
to configure there yet.
Fixed- A fleet send can no longer slip to the planet instead of the moon (or the
other way round). When OG-E advances to the second fleet step it now
re-checks the game's own planet/moon selector and corrects it if an earlier
click didn't register — closing a rare race where the wrong body type could be
armed at launch.
Code source publié sous licence Mozilla Public License 2.0
- Daily Run routes now have a far richer editor. A route can be paused
Version 1.26.0
Publié le 18 juin 2026 - 158,43 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresAdded- Player intel now syncs across devices. The player data behind galaxy
scans — ranks, alliance, and the active / inactive / strong / newbie / …
flags — plus your own rank and profile now travel with the rest of your
cloud sync, per universe. A device that hasn't itself re-scanned the galaxy
sees the same neighbour rankings and relative-strength scoring as the device
that recorded them. (Until now only the raw scans synced; the player
metadata stayed on the device that captured it, so rankings looked stale or
empty elsewhere.) - The Multi-device sync settings now explain themselves. A note spells out
exactly what is synced (and what stays on each device), a Validate button
checks your GitHub token on the spot, and hitting GitHub's rate limit shows a
"retry after HH:MM" countdown instead of a bare error.
Fixed- Import/Export nudge clears once the day's offers are used up. During a
"6× per day" Import/Export event, taking the last container now stops the
prompt from nagging for the rest of the day — it had stayed lit because the
"come back tomorrow" message carries no time for it to re-arm against. - Cloud sync no longer risks data loss on a flaky connection. If the
pre-upload read of your gist fails (network blip, rate limit), the upload now
aborts and retries instead of pushing a partial snapshot — which on a
multi-universe account could overwrite another server's data — and the status
row reports the failure rather than a false "synced". A galaxy scan that
lands mid-sync is no longer dropped. - A setting introduced by a newer version is no longer lost when an older
device syncs. Cross-version syncs now keep settings the older build doesn't
recognise yet, instead of quietly dropping them from the shared gist. - Dashboard Export → Import keeps lifeform discoveries. The import path now
uses the same merge as cloud sync, so re-importing a backup no longer erases a
lifeform marker that a later plain rescan had overwritten.
Code source publié sous licence Mozilla Public License 2.0
- Player intel now syncs across devices. The player data behind galaxy
Version 1.25.4
Publié le 18 juin 2026 - 156,97 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresFixed- Lifeform "Max fleets" state no longer shows system coordinates. The
fleet cap is account-global, so the viewed system[g:s]was noise on the
blocked discovery button; it has been dropped (it had slipped back in during
1.25.3).
Code source publié sous licence Mozilla Public License 2.0
- Lifeform "Max fleets" state no longer shows system coordinates. The
Version 1.25.2
Publié le 18 juin 2026 - 155,98 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresAdded- Ad-hoc fleet reminders now follow a full schedule, not just one ping.
The Dashboard ▸ Reminders ▸ Ad-hoc tab gains the same chip-style schedule
editor as fleet-save: a list of offsets relative to the fleet's arrival
(−before,0at,+after). Arming a leg in the event list schedules
every slot in that schedule, and editing the schedule re-times all
already-armed reminders. Your previous single ad-hoc lead time carries over
automatically. - More reminder wildcards. Ad-hoc and fleet-save message bodies gain
{direction}(outbound / return),{index}and{total}(this reminder #
of how many), and ad-hoc also gains{offset}(before / at / after arrival)
— so the two kinds now share one identical wildcard set. - "Currently queued" shows the exact message. Each still-queued reminder
on the Dashboard ▸ Reminders tab now lists its fire time alongside the
precise push text that was registered, slot by slot.
Fixed- Ad-hoc push bodies now fill their fleet wildcards.
{origin},
{target},{targetName},{shipCount}and{direction}were rendering
blank in ad-hoc reminders because the per-leg metadata wasn't reaching the
message renderer; they now resolve correctly.
Changed- Floating command buttons: visual polish. A single-zone button now dims
its centre node along with the rest when it goes busy/disabled (no more lone
bright "island"); long two-word labels (e.g. "All maxed!") wrap to two lines
instead of crowding the rim; the Expeditions label size now matches the other
buttons; bottom-zone labels on split buttons sit a touch higher; and a couple
of redundant hint lines were removed.
Code source publié sous licence Mozilla Public License 2.0
- Ad-hoc fleet reminders now follow a full schedule, not just one ping.
Version 1.25.1
Publié le 18 juin 2026 - 155,68 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresChanged- Reminder message wildcards: a tidier, non-redundant set. The
customisable reminder bodies (Settings ▸ Reminders) drop two duplicate
placeholders:{label}(which was only ever{mission} → {coords}) and
{landTime}(an exact alias of{arrivalTime}). Ad-hoc and fleet-save now
advertise an identical wildcard set, differing only by fleet-save's
schedule-relative{offset}, and{mission}is now offered on expedition
reminders too. The default messages were updated to compose{mission} →directly. Any custom message you saved earlier keeps working —
{coords}
the retired placeholders still render, they just no longer appear as chips.
Code source publié sous licence Mozilla Public License 2.0
- Reminder message wildcards: a tidier, non-redundant set. The
Version 1.25.0
Publié le 18 juin 2026 - 155,7 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresAdded- Trader reminder follows the "import refreshes 6× today" event. On the
special days when the Import/Export offer renews several times instead of
once, OG-E detects the event from its in-game news message and lights the
Trader reminder right away — no waiting until 14:00. After you take a
container, it reads the page's "come back at HH:MM" time and re-lights the
Trader menu exactly when the next offer is due, for each of the day's
refreshes. Reverts to the normal once-daily behaviour the next day.
Changed- Settings ▸ Reminders: tidier topic row. "ntfy.sh — your topic" now shows
the masked topic on the right with its Reveal and Copy buttons stacked neatly
above it, and the separate "topic privacy" label is gone — its note now reads
as a plain caption under the topic.
Code source publié sous licence Mozilla Public License 2.0
- Trader reminder follows the "import refreshes 6× today" event. On the
Version 1.24.0
Publié le 17 juin 2026 - 155,28 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresAdded- Colony Scout reads far more about your neighbours. As you scan the galaxy,
OG-E now keeps a per-server player roster (de-duplicated by player id) holding
the signals the galaxy view exposes but the per-system map dropped — active vs
merely on-vacation, strong, newbie, buddy, outlaw, alliance rank, and whether a
player is in your alliance. Colony Scout surfaces these in the Top-region
summary and the per-region tooltip (e.g. "2 strong · 1 active-on-vac · 1
outlaw") and folds them into the strategy ranking: the Peaceful settler /
Farmer presets now avoid strong and "active-on-vacation" neighbours (a live
player hiding behind vacation mode, not a safe farm), and the PvP presets prefer
outlaws (fair-game targets). Older scans are unaffected; the data fills in as you
re-scan. - Neighbour ranks are now shown relative to you. OG-E reads your own highscore
rank off the in-game header bar, so the Top-region card annotates the strongest
neighbour as e.g. "#11 (239 above you)" instead of a bare number — instantly
telling you whether the area's top player out-guns you or not. - Reminder pushes can carry far more fleet detail — one shared wildcard set.
Ad-hoc and fleet-save message templates now expose the SAME{wildcard}set,
read from the event list when the reminder is armed / detected: alongside
{mission}/{coords}you can now use{origin}/{originName}(the
launching planet or moon),{target}/{targetName}(the mission target),
and{shipCount}(ad-hoc gained it; fleet-save already had it). Expedition-wave
reminders keep their series wildcards ({returnTime}/{index}/{total}) —
a wave's pushes are queued before the burst's makeup is known. - Reminder schedules now print a plain-language summary. Under the offset
chips, OG-E spells out what the whole schedule adds up to — e.g. "15m & 5m
before landing · at landing · 20m after landing" — so you can sanity-check the
set at a glance instead of decoding each chip. - Your ntfy topic is now explained and protected. The Reminders tab shows how
the topic is derived (a one-way hash of your access token — unguessable and not
listable) and how to lock it down further; the topic is masked by default
behind a show/hide toggle and treated as the secret it is. The in-game Settings
panel carries the same masked topic plus a short privacy note.
Changed- Galaxy Observations folded into the Colonizations tab. The dashboard now
has a single Colonizations tab with three sub-tabs — Planet sizes (the
field-size histogram), Scanned data, and Colony Scout — mirroring the
one in-game Colonizations button that both scans positions and colonizes.
The two separate ⚙ Settings panels (colonization / abandon knobs + scan
re-scan policy) are now one combined panel below the sub-tabs, with a single
Save / Reset.
…(truncated — see the full CHANGELOG on GitHub.)Code source publié sous licence Mozilla Public License 2.0
- Colony Scout reads far more about your neighbours. As you scan the galaxy,
Version 1.23.0
Publié le 17 juin 2026 - 117,45 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresAdded- "Prefer farthest systems first" colonization toggle. A new per-server
switch (Galaxy Observations → ⚙ Settings) controls how the Colonize button
orders free systems within your home galaxy. On (the default, unchanged
behaviour) it proposes the farthest free system first, spreading colony-ship
arrival times; turn it off to colonize the nearest free system first. Other
galaxies stay in their usual order.
Changed- Galaxy Observations split into two sub-tabs. The per-system scan summary
("Scanned data") and the Colony Scout settlement analysis now live on
separate sub-tabs instead of one long stacked page. - Reminder schedules shown as compact chips. Expedition-wave and Fleet-save
reminder offsets now render as a wrapping row of labelled chips (e.g.
"10m before", "at landing", "15m after") — full description on hover, invalid
entries flagged in red — instead of stacked rows of long inline text. Each
reminder sub-tab also lays its settings beside its message template on wider
screens (stacking on narrow ones). - Galaxy rescan-timing fields packed into a responsive grid (1–3 columns)
instead of one tall single-column list.
Fixed- Colonize button no longer gets stuck on a planet it can't settle. When the
next free coordinates turn out to be un-colonizable — the slot is now
occupied, the player is on vacation, it's reserved for a planet-move, or the
server refuses for any other reason — the button marks that spot, drops it
from future picks, and on your next tap retargets to the next free slot in
place (without leaving the fleet screen) instead of looping forever on
"Wait… / Stale". - Galaxy scans no longer bleed between servers when Cloud Sync is on. With
sync enabled and more than one universe on the same account, each server's
scan database is now kept separate. Before, scans from one server could merge
into another, so the Colonize button could propose coordinates that were empty
on a different universe but already taken on yours. (Existing mixed data heals
itself as you re-scan; nothing is deleted.)
Removed- "Clear observation data" button. The bulk button that wiped all galaxy
observation data for the current server has been removed; clear per galaxy
with the per-galaxy ✕ reset buttons instead.
Code source publié sous licence Mozilla Public License 2.0
- "Prefer farthest systems first" colonization toggle. A new per-server
Version 1.22.0
Publié le 17 juin 2026 - 116,59 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresAdded- Hold the Explore button to skip a planet. Long-pressing the floating
expedition button (a 2-second hold, with the ring filling as you press) jumps
to the next planet still under the per-planet cap without sending — for
deliberately passing over the planet you're on. The round-robin walk then
carries on from there.
Changed- Artifact Shop event highlight stops once you're done. The pulsing
left-menu highlight for the Artifact Shop event now switches off as soon as
every reward rank is claimed — even though the event keeps running for days
afterwards. It lights up again automatically when the next Artifact Shop
event begins. - Expedition auto-redirect spreads sends evenly (round-robin). With "Max
expeditions per planet" set to 2, the after-send hop now tops every planet up
to one expedition first, then comes back round for the second — instead of
stopping after a single pass once every planet had one. It still skips
planets that have reached the cap and continues to the nearest one that
hasn't, so manually skipping a planet just moves on. (No change at the
default of 1.) - Clearer "not scheduled yet" fleet-save reminders. A fleet-save more than
3 days out can't be queued yet (ntfy schedules at most 3 days ahead). The
in-game event-list badge now dims and explains it'll be set automatically
once the fleet is within 3 days of landing, and the dashboard's Reminders
queue shows "> 3 days out" with the same note — instead of a bare,
unexplained "Set automatically" / "not scheduled". - Dashboard Reminders & Daily Run polish. The Reminders queue drops the
redundant server name (it's already chosen in the Server selector) and its
status line now reflects the selected server; the stale ntfy setup hint was
trimmed. The Daily Run description matches the button's current labels.
Code source publié sous licence Mozilla Public License 2.0
- Hold the Explore button to skip a planet. Long-pressing the floating
Version 1.21.0
Publié le 17 juin 2026 - 115,95 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresChanged- Reminders are now per-server. Expedition-wave cadence, ad-hoc lead time,
and the message templates are configured per OGame server (the server comes
from the Dashboard's top switcher), matching fleet-save. The brief
"all servers / this server" override toggle is gone — every server simply has
its own reminder config. - Dashboard restructure. The "Colony Sizes" tab is now Colonizations,
and every tab follows one pattern: the data view leads, with its options
tucked into a collapsed ⚙ Settings panel at the bottom. The colonization
knobs (target positions, prefer neighbouring, arrival gap, abandon threshold,
abandon password) moved from Galaxy Observations into Colonizations → Settings. - In-game settings panel slimmed. The Dashboard launcher is now its own
named section, and the redundant reminders signpost row was removed — enable +
token + topic is the whole minimum; the rest is discoverable in the Dashboard. - Polished, responsive settings. The ⚙ Settings panels (Colonizations,
Galaxy Observations, Reminders) now share one clean input / select / chip
style, and the Reminders settings split into three sub-tabs — Expedition
waves, Ad-hoc, Fleet-save. Lays out cleanly on narrow screens too. - New abandon icon. The Abandon button now shows a snapped colony flag —
a clearer "this place is being let go" than the old lift-off rocket.
Added- Lifeform artifact-cap badge. The lifeform discovery button no longer
blocks at the artifact cap — it keeps discovering and shows a small badge,
refreshing its counter only when it has drifted.
Fixed- Floating button size now applies to the Abandon button live, like the
other FAB modules, when you change the size in settings. - Colony histogram now syncs to your other devices. Colony-size history is
stored per server, but it synced as one shared blob — so on a second device
the data landed under the wrong server and the histogram looked empty. History
now syncs per server, matching where it is stored and shown. - The floating button's progress / charge ring no longer leaves a stray dot
when empty (a Chrome round line-cap artifact).
Code source publié sous licence Mozilla Public License 2.0
- Reminders are now per-server. Expedition-wave cadence, ad-hoc lead time,
Version 1.20.0
Publié le 16 juin 2026 - 114,99 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresAdded- Custom reminder messages. In the Dashboard's Reminders tab you can now
shape the push for each of the three reminder kinds — expedition waves,
ad-hoc fleet, and fleet-save — choosing the message text, the icon, and the
priority. Drop in wildcards like server, time, mission, coordinates or ship
count (click a chip to insert one) and watch a live preview update as you
type. Defaults match the previous built-in messages, so nothing changes
until you edit it. - Per-server reminder scope. Expedition-wave and ad-hoc reminders were
global before; now a server can override the whole group (enable, schedule,
lead time, and the messages) just for itself, with an "all servers / this
server" toggle.
Changed- Colony abandon is now one button on the floating action button. The
separate "new planet" banner and the red abandon overlay are gone. Instead,
a freshly-colonized colony that's too small to keep surfaces a red Abandon
button on the FAB (with its field count read straight from the planet list);
tapping it jumps to that colony, and on its overview the same button walks
the give-up steps one tap at a time. If no abandon password is set yet, the
button opens the Dashboard so you can set it. - Dashboard tidy-up. Target positions and Prefer neighbouring galaxies
moved into the Colonization section of the Galaxy Observations tab, next to
the rest of the colonize settings.
Code source publié sous licence Mozilla Public License 2.0
- Custom reminder messages. In the Dashboard's Reminders tab you can now
Version 1.19.5
Publié le 15 juin 2026 - 113,27 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresChanged- Configuration moved into the Dashboard. The in-game settings panel now
holds only the essentials — the on/off switches, your sync + ntfy tokens,
the display toggles, and the expedition options. The detailed config lives in
the OG-E Dashboard now, next to the data it shapes: - Galaxy Observations tab — the colonization knobs (arrival gap, the
abandon field-threshold, and the abandon password) join the per-universe
scan settings. - Reminders tab — the expedition-wave + ad-hoc schedules and the
per-server fleet-save thresholds/offsets, edited through a friendly
per-entry offset editor that shows each reminder in plain language
("10 min before landing", "at landing", …).
Nothing is editable in two places any more. After updating, set these once
in the Dashboard — they start at defaults (no automatic carry-over from the
old in-game values).
- Max expeditions per planet is now a simple 1 / 2 choice instead of a
1–20 slider — as a rule you shouldn't send more than two from one planet.Code source publié sous licence Mozilla Public License 2.0
- Configuration moved into the Dashboard. The in-game settings panel now
Version 1.19.4
Publié le 15 juin 2026 - 110,4 KoFonctionne avec firefox 140.0 et versions supérieures, android 142.0 et versions supérieuresChanged- Stronger Trader highlight. The Trader menu entry and the Auctioneer /
Import-Export overview tiles now pulse with the same punchy glow as the event
highlight — the previous outline was so faint it was easy to miss. (Event
highlights are unchanged.)
Code source publié sous licence Mozilla Public License 2.0
- Stronger Trader highlight. The Trader menu entry and the Auctioneer /