Patch Notes Update Beta - 1.6 and The Engineers (2.1) incoming

Patch Notes? More like Patch Chapters! :eek:[haha]

Read it all, lots of great fixes for some long standing issues.

1.6 reads like a success story for the most part though I personally disagree with the heat-sink decrease. I would have wanted a +1 not -1. Let's hope you guys are open to feedback before final.

I'm reserving judgement on 2.1 until final release, but initial impression is [weird]

One question - Will 1.6 players face NPC's with 2.1 modified weapons (ie. Engineer mods)?
 
Comment below is not to detract from how awesome I think this release is. It is the best yet as it focuses most exclusively on the core parts of the original released game.

"- Added enhanced performance size 2 and 3 drive modules"
And thus why I have said since long that module ratings should start at zero and go up instead of starting at G and going to A where they max out. Or they need additional attributes. The baseline for foot-soldiers to Space Stations could be set, so hand-held weapons would be class 0 and go up from there. So now we already have A+ modules, or however they are designated (I'm still downloading, so can't check them out yet).

Would still love to see manufacturer specific modules with varying stats for equivalent equipment and some ship-specific modules (not just by size / class). This would add more color to the game. Do I put Holley Carburetors on the engine or keep the OEM ones?

The last bit for me is tech levels. Would like to see varying tech levels in the game. Everything is very homogenous now, every ship the same generic capabilities at a single technology iteration in time. Alien cultures could have lower or higher tech levels. Ships in Elite could be 50 years old and on previous gen hardware. I know it will be a lot of work, but will add more flavor.

Several ways to approach this module aspect of the game. But I think Engineers are a bit of an artifice to enable the module differentiation rather than going with the above route. They could still be in game but much more rare and difficult to reach. Oh well, design choices will never please everyone.
 
Replace the authored ring detail texture with a generated texture which is unique for every ringed planet and does not tile

This brings me so much joy .... May seem like a small thing but it really isn't.

Can't wait to try it out ...
 
While waiting in Hyperspace having a look around cockpit for any info


4 engineer invites and 3 system permits for Sirius - so what's occurring in Sirius?
 
Oh my god, rings and resource extraction sites look so much better now! :D :D


Folks, please! Spoiler tags are a wonderful thing!

As for rings, I'm more a fan of the very original look, where there was less fog and less obvious LOD variation at highest setting. It seemed the detail was high and the draw distance nigh-on infinite. :cool:

Are you on Ultra/maxed graphics settings or some other level?

*but the look is improved, I definitely agree.
 
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> Fixes to AI scanning players with silent running enabled

Does this mean that using silent running for smuggling goods into stations might finally be a thing again, for the first time since the core game beta? If so, I'll do a happy dance.
 
Planetary Hangar power fixed; you cannot deploy SRV without it having power.

Wheeltracks:
KF9oW1a.jpg
 
Being able to turn up the volume on the Wake Scanner so the music doesn't drown it out - yay. New Wave Scanner audio signals for different contact types - yay.

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Planetary Hangar power fixed; you cannot deploy SRV without it having power.

Shouldn't create any new issues though - you only need to power it up when deploying a SRV (and when picking one up, whenever Multicrew comes).
 
I've been retying to decipher this one:
- Replace legacy weapon variants with their defaults, along with some credits and materials to offset the inconvenience
Anyone?
 
I knew this was announed all along but still... crap. Now the game actively discourages moving around, instead you are better off sticking to a specific place.

Le sigh. Each time the missions are updated, I get the false hope that the one form of trade gameplay that I really enjoy - transport missions - would become viable. Each time it is somehow messed up, first by never spawning missions suitable for more than a Cobra (so bringing e.g. a Python is a waste); then by putting all the emphasis on smuggling so that is where the money is to be had; then missions can have larger amounts to transport but you are lucky if the payment is in the 6 digits.

And now you won't even get decent missions if you go from transport job to transport job, because you go from neutral place to neutral place...
I understood from the live streams that the selection of missions available will depend more on faction type and status. So this can be used to motivate travel between major and minor factions.
They covered that in the livestream actually. They thought huge rail guns would be even more OP than the Shield breaking Rail mod.

I so want huge railguns as emplaced military base defences. They have a plausible reason to be able to do 300MJ to a target. Then we can have wartime base combat drop scenarios to take out these defences as part of upgraded Military careers in a later season.
 
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