X4: Foundations 9.00 „Empire Update“ is Out Now!

Hello Patrick

We're very excited to announce thatthe free X4: Foundations „Empire Update“ (9.00) has officially launched! This free major update includes new features and sweeping reworks that improve how you interact with your empire: militarily, strategically, and economically.

To celebrate the release of the Empire Update, X4 is currently discounted on Steam and GOG.

We'd like to extend our sincere thanks to the community for your invaluable feedback during the 9.00 Public Beta, which has helped us to make even more improvements over the past several weeks. In particular, your feedback has been immensely helpful in fine-tuning our updates to the AI.

For a quick rundown of the biggest changes, also watch our 9.00 Public Beta Announcement video from March 2026:

What's New In The 9.00 Update

Combat Improvements

We've made sweeping changes to every aspect of combat in X4: Foundations. This is the largest combat balancing update in X4's history. This update includes a full rebalancing of hundreds of weapons, turrets, shields, and ships to add tactical depth, make more options viable, and address inconsistencies. Additionally, turrets are more accurate, AI pilots behave more organically, capital ship movement has been reworked, and much more.

For more information about our extensive changes to weapon and ship balance, you can take a look atthe thread in our Beta Feedback forum.

Kha'ak Recycling

S and M Kha'ak wrecks can now be recycled, leading to the production of Allographyne, a versatile new ware usable in ship and equipment production. Allographyne transmutes to replace any ware in the production process, providing an alternative means to address supply shortages.

Since Allographyne production requires Nividium, this opens new trade opportunities across the gate network. Some NPC factions will also construct specialised recycling stations to utilise this resource.

To hear more about Kha'ak Recycling and other changes to the economy, you can visitthe thread in our Beta Feedback forum.

Ship Visual / Modularity Changes

Engines and shields are now integrated into S and M ship models. This change improves their appearance and significantly increases the variety of modules they can equip. This change leads to more deliberate, consistent visual identities for ships throughout the gate network.

Additionally, S and M ship hardpoint locations have received a facelift, allowing a greater variety in loadout options. For example, Boron and Commonwealth ships can equip each other's modules, and they can now equip smaller weapons and turrets.

Priority Orders

By popular demand, this update introduces Priority Orders. This new UI functionality allows instantly responsive "RTS"-style orders to be issued, immediately overriding all other orders. This dramatically improves the flow of fast-paced strategic situations, eliminating the need to configure order lists and making ships act immediately.

Orders can be issued and queued from the map using [SHIFT] + [Right Click], while Priority Orders can be sent with [CTRL] + [Right Click] and queued using [CTRL] + [SHIFT] + [Right Click].

These modifiers can be used in any combination to queue and priority-queue orders in the Order Menu. Need a trader to pick up a nearby lockbox and for its escorts to attack a target near it? Priority Orders allow you to issue those commands swiftly and without disrupting your existing order queues.

Ship Showroom Module

We've added a new module with the 9.00 update: the Ship Showroom. This module allows players to store and display their favourite S and M ships on stylish landing pads.

One or more Ship Showrooms can be attached to existing player-owned stations, or even combined into a showroom complex to display a more extensive collection – try finding one of each ship!

UI Changes

Adjustments to the UI's visual style have touched all areas of the game, and we've paid special attention to improving the map screen menus. These adjustments to the map screen's layout and style aim to improve readability while preserving the overall information structure.

For more information about the UI changes we've made, you can readthe Beta Feedback forum.

Better NPC Station Designs

In previous updates, we enabled NPC factions to construct larger stations. Following those changes, the 9.00 update gives NPC factions the ability to utilise and expand upon predefined construction plans. Stations based on these designs will be more visually coherent and elaborate, and they allow our designers to populate the gate network with stations that more strongly reflect faction identities.

Mining Region Overhaul

We've completely overhauled how resource areas are managed, achieving several goals at once: better performance and memory usage, more developer control over resource distribution, and more dynamic resourcing gameplay for players. Resources are now localised rather than spread across the entire region. Additionally, when a resource area is depleted, new resources may emerge at a different location within the region.

This creates a new dynamic around mining operations, in which resource areas must be discovered before they can be exploited, leading to fluctuating resource availability as miners automatically seek efficient mining locations.

We have also removed the influence of resource probes on mining efficiency. Resource probes now indicate to miners where to focus their efforts, enabling players to optimise their refining and defensive setups without feeling pressured to micromanage resource probes.

For a closer look at the new resource system, visitthe thread in our Beta Feedback forum.

Thank you from all of us at Egosoft for playing X4: Foundations, and we hope you enjoy what we've done with the 9.00 update!

The Empire Update might be out of beta, but as you know, we never stop working on the game – so please keep sharing your feedback with us, and we'll keep listening.

For a detailed list of all the changes and fixes, check out the full changelog in our forum.

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