Mr. Phil Games’ Blog

Stellar Throne Changelog Week of August 8–15, 2025

🌟 What’s New

This week brings major planetary warfare upgrades with the new Orbital Bombardment and Ground Invasion systems, a redesigned Ground Combat UI, smoother combat flow, and dozens of bug fixes and performance improvements. If you’ve been waiting to crush enemy worlds in style, now’s the time.


🆕 New Features

  • Orbital Bombardment System — Added comprehensive orbital bombardment mechanics with UI controls, allowing fleets to weaken planetary defenses before invasion.

  • Ground Invasion — Implemented ground invasion capability integrated with bombardment UI for a seamless planet conquest workflow.

  • Ground Combat UI Redesign — Enhanced battlefield visualization with army strength bars displayed above unit columns for better awareness.


⚔️ Combat Improvements

  • Damage Visualization — Incremental damage application synchronized with weapon effects for more engaging combat feedback.

  • Destroyed Ship Feedback — Clear visual indicators when ships are destroyed in combat.

  • Ship Detail Panel — Panel now closes automatically when combat begins.

  • Combat Flow — Smoother battle completion and input handling for consecutive battles.

  • Auto-Resolve — Fixed to jump directly to the final combat state.


🐞 Bug Fixes

  • Fixed multiple combat UI issues including scroll isolation, input handling, and grid cell highlighting.

  • Resolved ship targeting bug where destroyed ships could regenerate.

  • Fixed timing issues so destruction animations play at proper turn end.

  • Corrected ships having zero energy capacity in combat.

  • Fixed double damage and combat synchronization issues.

  • Resolved input handling problems when switching between combat and starmap views.

  • Fixed ground combat final screen to properly display complete phase results.


🎨 UI/UX Improvements

  • Enhanced scroll wheel isolation between UI panels and galaxy view.

  • Improved memory management in combat UI systems.

  • Better defender priority handling for grid cell movement conflicts.

  • Cleaner, modular architecture for combat UI components.


🛠 Technical Updates

  • Refactored project documentation into a modular structure for better maintainability.

  • Resolved SpatialGrid naming conflicts in CombatManager.

  • Reduced test suite orphan count and fixed various test failures.

  • Removed debug print statements and cleaned up temporary test files.


🚀 Performance & Stability

  • Improved combat animation system performance.

  • Enhanced memory management across UI systems.

  • Better error handling for bombardment operations involving Building resources.